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    Ogre in the Playground
    Join Date
    Oct 2007
    Some kind of hell

    Default [PF] Twixil Night Blade, a hunter of the dead [PrC, LoB/ToB, Ebon Initiate]

    Twixil Night Blade

    Celes Marre, a Twixil night blade

    In a far off land, a village of elves exists in a swampy marshland that many would disdain to live in, and these elves are known as the Twixil. Their land was not always as such, and the Twixil were once a mighty people with a thriving city. A cultural Mecca for the elven race, the Twixil’s lost city was beset from within by a cult of elves who were lured by the dark powers of the underworld and unleashed a terrible plague within the city. As its populace began to die en masse and then rise once more as the hungry dead, the Twixil in desperation turned to the arts of their enemies to combat these monsters and put an end to the chaos. Eventually they succeeded, but their land was poisoned and flooded with water from the destruction of the city’s aqueducts. The survivors shunned their saviors and fled, only to be shunned by the elves that lived outside of their lands for their practice of dark magic. The protectors stayed behind, damned and shunned, and they protected their lands from outsiders who would seek to learn the dark arts of their people.

    But some did not stay, and those that fled brought with them the secrets that these elven warriors learned during the chaotic times of their people, and they trained others to fight the menaces that haunt the living and their nightmares. The Twixil may be a broken people of grim elves, but their legacy lives on in the traditions of the night blades and their teachings are available to all mortals who would walk the night, fighting the darkness. Twixil night hunters almost always begin their careers as stalkers or swordsages, and then multiclass as ebon initiates to learn the hated arts of their foes to turn them against them.
    Hit Die: d8

    Base Attack Bonus: +5
    Skills: Intimidate 6 ranks, Knowledge (religion) 2 ranks, Stealth 6 ranks, Survival 4 ranks
    Feats: Stealthy
    Invocations: Must possess the Touch of the Dead invocation and be capable of lesser invocations.
    Special: Must have had violent contact with intelligent undead and be capable of netherchanneling.

    Twixil Night Blade

    Class Skills: Acrobatics (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (local) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Martial Lore (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
    Skill Points per Level: 4 + Intelligence modifier

    Class Features:

    Weapon and Armor Proficiencies: The Twixil night blade gains proficiency with all simple and martial weapons, hand crossbows, and one exotic weapon proficiency of the character’s choosing. The character gains no new armor proficiencies and gains proficiency with bucklers.

    Invocations: At 2nd, 3rd, 4th, 6th, 7th, 8th, and 10th level, the Twixil night blade gains new invocations known and an increase in caster level as if he had also gained a level in an invocation-using class to which he belonged before adding the prestige class level. He does not, however, gain any other benefits a character of that class would have gained, including nether channeling (see below). If the character had more than one invocation-using class before becoming a Twixil night blade, he must decide to which class to add each level for the purpose of determining caster level and invocations known.

    Maneuvers Known and Readied: At 2nd, 4th, 6th, 8th and 10th, a Twixil night blade gains new maneuvers known from the Black Heron, Crescent Moon, Solar Wind, Steel Serpent, and Thrashing Dragon disciplines. You must meet a maneuver's prerequisite to learn it. You add your full Twixil night blade levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
    At levels 3rd, 6th and 9th, you gain additional maneuvers readied per day.
    If not using Libram of Battle or without Homebrew disciplines, substitute Tiger Claw, Iron Heart, Shadow Hand, and Diamond Mind.

    Stances Known: At 5th level, you learn a new martial stance from the Black Heron, Crescent Moon, Solar Wind, Steel Serpent, and Thrashing Dragon disciplines. You must meet the stances prerequisites to learn it.

    Death Hunter: As a Twixil night blade has learned the art of killing the dead, his dark abilities have been tailored to these pursuits. With his knowledge of how the flows of negative and positive energy work, the night blade may apply his netherchanneling to damaging attacks against creatures who are normally immune to negative energy. The night hunter also is capable of using his netherchannel ability through ranged weapon attacks, such as with crossbows or thrown weapons. Additionally, at 2nd level he may begin to apply his sneak attack damage to undead creatures normally, as he has mastered how to strike them in their own unique weak spots.

    Death Sense (Su): At 1st level, the character becomes attuned to the flows of negative energy within unliving creatures, to the point where he can sense their presence. This duplicates the effects of a detect undead spell that is in constant effect. This effect, in stead of being in a cone-shaped emanation, instead is in a 20ft radius from the character’s location, which increases by 20ft per class level. He may focus this radius into a cone-shape that is 60ft long, plus 20ft per class level if he chooses to by concentrating on the effect, but it always returns to its normal radius afterwards. This replaces an ebon initiate’s ability to detect undead.

    Netherchannel (Su): Every level of Twixil night blade progresses the character's ability netherchannel in regards to damage dice. If the character had no ability to netherchannel, then this class feature has no effect. Netherchanneling may not be used in conjunction with other offensive abilities such as maneuvers or touch attacks from invocations, spells, or powers (unless specifically noted).

    Favored Enemy (Undead) (Ex): At 2nd level, the Twixil night blade gains the favored enemy class feature (see Ranger class for details), with creatures of the undead type as his favored foe. He gains a +2 bonus against foes of this type, and at 7th level this improves to a +4 bonus. If the character already possessed the favored enemy class feature, then each level in Twixil night blade advances his favored enemy class feature as if he had gained a level in that class, and one of his favored enemies must be undead.

    Sneak Attack (Ex): At 2nd level, the Twixil night blade gains the sneak attack class feature (see Rogue class for details), adding an additional 1d6 points of damage to attacks made against flanked or flat-footed foes. At 5th level this improves to +2d6, and at 8th level this bonus damage improves to +3d6. If the character possessed this class feature from a previous class, then he adds this damage to his other sneak attack damage bonuses to determine his total bonus.

    Stance of the Night Hunter: At 3rd level, the Twixil night blade learns a martial stance that grants him numerous benefits when stalking the undead foes he hates so passionately. Assuming this stance is a swift action, and Stance of the Night Hunter is considered a 3rd level stance of the Steel Serpent discipline. While in this stance, maneuvers and attacks that would inflict ability damage that the foe ordinarily would be immune to (due to the undead type or other factors; constructs without Constitution scores remain immune to this) instead deal their damage normally, as the night blade has learned to strike at their vital animating forces. In addition, the Twixil night blade gains a circumstance bonus to his Hide and Move Silently checks and to Survival checks to track his undead quarry equal to his class level. This is a supernatural ability.

    Bonus Feat: At 4th, 7th, and 10th level, the Twixil night blade gains a bonus feat from the following list: Alertness, Diehard, Endurance, Exotic Weapon Proficiency, Great Fortitude, Greater Two-Weapon Fighting, Improved Critical, Improved Toughness, Improved Two-Weapon Fighting, Invoke Word of Power, Iron Will, Point Blank Shot, Power Attack, Precise Shot, Rapid Reload, Toughness, Two-Weapon Fighting, and Weapon Focus. The character must meet all prerequisites to select any of the above feats.

    Death Attack (Ex): At 5th level, the Twixil night blade has learned how to kill an opponent in a single blow by studying the life and death energy flows within their form; this study allows him to kill even the dead in a single blow. If a night blade studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (night blade’s choice). Studying the victim is a standard action. The death attack fails if the target detects the night blade or recognizes the night blade as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the night blade’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the night blade. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the night blade has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the night blade does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. This ability may even be used on the undead, killing or paralyzing them as if they were mortals.

    Dark Exorcism (Su): Through their tainted power, a Twixil night blade may invoke a mockery of sacred exorcism rites to eject possessing spirits from a body or object by burning them out with the life-quenching energy. By placing his hands upon a target and reciting black words in the dead Twixil language that has been drilled into him through his training as a night blade. As a full round action, the character may place his hands upon a target and make a caster level check to expel a possessing creature from a host body or object. The DC for this caster level check is equal to 10 + the Hit Dice of the possessing being. Success indicates that the creature is expelled and the target and host suffers the full effects of the night blade’s netherchanneling. Failure means that the target and host both take half damage from the night blade’s netherchanneling.

    Death Dealer’s Stance: At 9th level, the skill of the night blade allows him to assume a most deadly martial stance, his entire attitude bent towards administering death to his hated foes. Assuming this stance is a swift action, and the Death Dealer’s Stance is considered a 6th level stance of the Steel Serpent discipline. While in this stance, the character’s weapons are considered to be bane weapons for any creature type in which he has the Favored Enemy class feature for or can make a DC 25 Knowledge check to determine the type of creature he is combating. Additionally, wounds caused by the Death Dealer’s Stance to a Favored Enemy continue to bleed, bleeding 1 point of damage per round until bandaged (with a successful Heal check) or a cure spell is administered. Multiple hits stack, causing the target to bleed freely. This functions against creatures that don’t traditionally bleed, such as undead, by bleeding them of their animating energy. Constructs are immune to this bleed damage, but still suffer the effects of the bane effect.

    Nightbane: Upon reaching 10th level, the Twixil night blade has become an instrument of death and retribution against those beings that prey on the innocent in the night. The forces that they wield inexorably change their very being, becoming something else; a nightbane. Tainted by the death-energies that they wield, their skin becomes ashen, their hair turns stark white, and their eyes become lit with a cold, disturbing white radiance. The body is alive, yet the soul becomes distinctly undead and bound to the living form. The character’s type changes to construct (living construct) as their body becomes the vessel for their undying soul, yet their body continues to live on in mockery of their soul (see below). The character needs to sleep, eat, and drink half of what he previously needed, and gains lowlight vision (if the character already possessed this trait, then he gains improved lowlight vision which allows the character to see three times as well as normal vision). Lastly, the character gains the Alertness feat as a bonus feat (if this feat was already possessed, the bonus increases from +2 to +4) and a +2 to both Wisdom and Charisma.

    Living Construct Subtype (Ex): Nightbane are constructs with the living construct subtype. A living construct is normally a created being given sentience and free will through powerful and complex creation enchantments.
    -Nightbane derives its Hit Dice, base attack bonus, saving throws, and skill points from the class it selects.
    -Unlike other constructs, a nightbane as a Constitutions core.
    -Unlike other constructs, a nightbane is no immune to mind-affecting spells and abilities.
    -Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition and energy drain.
    -A nightbane cannot heal damage naturally, and must rely on magical means to repair his half-dead form.
    -Unlike other constructs, nightbane are subject to critical hits, non-lethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
    -Unlike other constructs, repair spells and the like do not affect nightbane, but spells that effect the living would effect them as normal such as cure spells.
    -Spells and effects that effect undead function on the nightbane at ½ effectiveness.
    -A nightbane, when reduced to 0 or fewer hit points, functions just as normal living creature and begins dying as normal.
    -As living constructs, a nightbane can be raised or resurrected normally.
    Last edited by ErrantX; 2014-12-13 at 05:36 PM. Reason: Converting to Pathfinder
    Chris Bennett
    Author and Lead Developer of Path of War

    My credits:
    Path of War and Path of War Expanded: An OGL Tome of Battle for the Pathfinder game system, for Dreamscarred Press.
    Psionics Augmented: Psychic Warrior and Psionics Augmented: Soulknife for Dreamscarred Press.

    My extended homebrew signature!

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