Base Class: Shadow Knight v2.0 [PEACH] Long, very sorry [Archive] - Wizards Community

Post/Author/DateTimePost
Spikes01k

12-30-07, 05:31 PM
Still working on power level, please help




Citation: Material was used from the Shadow Smith PrC in the following book

Marmel, Ari; Noonan, David; Schwalb, Robert. J. Tome of Magic Pact, Shadow, and Turename Magic.
Reston WA: Wizards of the Coast, Inc, 2006

________________________________________ ___________________________

Shadow Knight


Fluff will come, just working on crunch now.

Religion: While there is no set religion, night deities are common, but a shadow knight worshiping Palor is un-heard of, but if one were to arise, they would be out-casted, if not refused to be trained. Some also believe that the material plane can effect the shadow plane, and believe this is why areas of the shadow plane are aligned to evil.

Adventures: Shadow nights are no strangers to honor, fame, and fortune. The elite of classes are often asked to adventure and spreed their school's or families name. Some of them who believe some of the fabled tails try to go out into the world to effect the plane of shadows in positive or negative effects.

Characteristics: All shadow knights are taught to follow an honorable code of conduct. They see themselves as the elite guards.

Background: Shadow knights almost always start out as part of a strict school or family to be the night guards of a city or even towns. Ones who achieve a high level of skill are often sent to work even day shifts if needed.

Races: Human, Illumian, and Drow are common races, as well as any race with a connection to the plane of shadow; but can be any race.

Other Classes: They tend to find the Barbarian, Rouges, and Bards to be too reckless and irresponsible, but more experienced Shadow Knights tend to mellow out, and maybe like people of these classes.

Role: They are a mix of offense and defense. A good deal of shadow knights use a combination of two weapon fighting and shield use. Their high armor class and movement skills also makes them good flankers able to ambush a target as well as weave and tumble behind a target to provide flanking.

Abilities: Dexterity is the most important stat for a shadow knight. With the lack of hit points this helps keep them alive at the same time use two weapons. With their additional damage they can do with their bonded weapons this makes for a nice combination. Constitution is also important, but a minimum of 12 in strength and Intelligence is recommended. You require strength to carry your equipment, and you need Intelligence to gain shadow points and skill points to use your shadow craft abilities.

Alignment: As being part of a night guard crew for a city all shadow knights usually start out as lawful. Later on, they have been known to drift.

HD: D8
Weapons and Armor: all Martial and Simple weapons. Light, Medium, and Heavy Armor. Light and heavy shields; No Tower Shield.
Skill points: (6+int)x4 first level, 6+int per level
Class Skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Swim (Str), and Tumble (Dex).

Level BAB Fort Ref Will Special ----------> Shadow Points
1 1 0 2 0 Shadow Blade, Inner Shadow 7
2 2 0 3 0 Touch of Shadow, Battle Fortitude 8
3 3 1 3 1 Planer Meld 10
4 4 1 4 1 Shroud of Shadow 12
5 5 1 4 1 Armor of Shadows +1 14
6 6 2 5 2 Shadow Craft 15
7 7 2 5 2 Bonded Shadow Shell 17
8 8 2 6 2 Shadow Craft: Enhanced 19
9 9 3 6 3 Shadow Craft: Quicken 21
10 10 3 7 3 Armor of Shadows +3 22
11 11 3 7 3 Battle Fortitude 24
12 12 4 8 4 Shadow Craft: Light and Medium Armor 26
Planer Meld
13 13 4 8 4 Shadow Craft: Enhancing limbs 28
14 14 4 9 4 Shadow Craft: Shadow Striking 29
15 15 5 9 5 Planer Shift, Armor of Shadows +5 31
16 16 5 10 5 Shadow Craft: Improved Shadow Medium 33
17 17 5 10 5 Shadow Craft: True Shadow Limbs 35
18 18 6 11 6 Planer Meld, Dark Creature Template 37
19 19 6 11 6 Planer Shift 39
20 20 6 12 6 Battle Fortitude 41
Shadow Points: A shadow knight has a reservoir of pure shadow essence in which to power their class abilities. They Start with 7 points plus their intelligence modifier, and gain 1.75 additional points plus their intelligence modifier per additional level in shadow knight till they reach level 18. At level 18 and above they gain shadow points at a rate of 2 points per level. For simplicity purposes the points are listed in the chart above. A shadow night also has bonus shadow points each level equal to their intelligence modifier.
Like hit points, increasing her intelligence modifier does have retroactive effects. If a shadow night increases their intelligence it is treated like gaining hit points by the same means. A point gained by a magic item is lost if the item is removed. A shadow knight can regain their expended shadow points once per 24 hours during their sleep. They only need to have 2 hours of sleep (or rest if their race does not sleep) to regain their points for the next 24 hours. A shadow knight can not regain their shadow points till after 24 hours has pasted.
If your connection to the plane of shadow is severed then you may spend an additional 1/2 cost, rounded up, of your creation or ability to cause it to come into being entirely from your very body. So if you were to create a masterwork tool weighing 1lb you would need to use up two shadow points. Or if you wanted to create a true shadow limb like Planer Phasing you would need to spend 14 points instead of the normal 8. You will also need to make a 5 higher DC than normal.


Shadow Blade (Su): A shadow knight now fully comprehends the shadow knight secret of melding metal weapons with the essence of shadows. She may only have one weapon in which she has melded to. A shadow knight may use of one of her feats to add an additional bonded weapon per each feat spent. The initiation ritual into the shadow knight fold involves the bonding to their first weapon; to bind to second or a different weapon takes a five hour ritual and a full nights sleep immediately after; eight hours sleep for a total of 13 hour ritual.
A shadow knight’s bonded weapon has a large amount of magical elemental energy tied to her, this allows them to perform a few supernatural acts with their bonded weapon. One of these acts is that they may change the size of any of these weapons by one size category from the original. Changing the shape of the weapon in this fashion takes the use of 4 shadow point and is a free action, but only once per round. However, if she spends 8 shadow points at the same time to change two weapons at the same time. This effects last 5 rounds per two levels in this class she has. If a weapon is dropped or thrown the weapon holds its shape for 1D4 rounds, however if another individual tries to use the weapon or shield it returns back to its normal size.
At level 1, she gains the ability to charge your bonded weapon to deal an additional 1D6 points of damage and gain a +1 to hit with a bonded weapon. While charge, the weapon is treated as magical for the purposes of damage reduction. Charging requires using 3 shadow points, and is a free action, however the bonus damage does not stack with itself at this level. You may stack an additional 1D6 points of damage at level5 and an additional 1D6 damage every 4 levels there after, but at the cost of an additional 3 shadow points for each additional 1D6. You do not gain any additional bonuses to hit from stacking this effect. A shadow knight may expend 6 points and add this effect to a bonded shield and sword, if they have spent the feat to gain an additional bonded weapon, but can not expend 6 or more on a single weapon to gain a stacking effect.
She may apply shadow crafting effects to her bonded weapon as if she was creating a shadow crafted weapon. However the higher enhancement bonus counts. To do so you must first apply 1/2 the bonded weapon's weight in shadow points, then make the proper craft weapon DC. To apply the shadow striking effect, after you are able to apply the effect with shadow crafting, takes a DC of a +4 weapon, or +3 plus any additional bonuses you want to apply; the minimum to get this effect is as if you were making a +4 weapon.
If a bonded weapon is lost, destroyed, just plane is undesirable any more, or an occasion where a dire need of connecting to a new weapon is need, she may give up their bond to a weapon in place of a new one at the cost of either 100 exp or a bonus feat from levels 1, 3, 6, 9, etc... An individual trying to use a shadow knights bonded weapon gains no bonuses other than what is normally on the weapon.

Inner Shadow: At 1st Level a bonus feat of Weapon Focus of any one slashing weapon and shield (excluding tower shield) of choice. They may chose a weapon they are not proficient with yet and gain the proficiency later, but they gain no bonuses from this feat till they do.

Touch of Shadow (Su): At 2nd level, her ability to manipulate shadow is undeveloped. She cannot yet create actual items, but she can surround her hands and feet in a layer of shadow. This ability grants her a bonus of climb checks equal to her class level. Further, it distributes her weight more evenly so she cannot be tracked. Touch of shadow lasts for minute per class level, and costs one shadow point per activation. The effects can not stack.

Battle Fortitude: A shadow knight is more innately tougher than some, and is trained to be battle hardened. As of 2nd level a shadow knight gains a +1 bonus to fort saves and initiative rolls. This effect increases to +2 at level 11, and +3 at level 20.

Planer Meld (Su): At 3rd a shadow night starts to gain a deep connection to the plane of shadows. At this level she gains darkvision out to 30ft as well as low light vision if she didn't already posses it. If she already has darkvision naturally this increases their current darkvision by 15ft.
At 6th level she gains an increased to all modes of movement of +5ft.
At 12th level a shadow knight's connection to the plane of shadow deepens. Their bonus to speed increases to +10ft total. Their darkvision increases to 60ft; if they already possessed darkvision naturally, it increases by 30ft. They now obtain superior lowlight vision if they did not already posses it. She also now has Resistance to cold of 5.
At level 18 a shadow knight takes on the full effect of the Dark Creature Template (Page 191 Tome of Magic) with the exception of when it would be weaker than what they already posses.
Note: This ability does not stack if you already have the Dark Creature Template. If you already have the Dark Creature Temple you gain a bonus feat at level 12 of your choice instead of the abilities gained at level 6, 12, and 18.

Shroud of Shadow (Su): Starting at 4th level, she can surround her body in a thin layer of shadow that aids her ability to sneak. She gains a bonus on Hide checks and Move Silently checks equal to half her class level plus her intelligence modifier. She may use this ability at the cost of two shadow points and it's effects last 5 minutes.

Armor of Shadow (Su): Starting at 5th level, she can take a standard action to surround herself in blurring shadow. This ability grants her a +1 sacred bonus to AC. Armor of shadows lasts 10 minutes per 3 shadow point spent.
At 10th level, the sacred bonus increases to +3.
At 11th level, she can quicken her armor of shadow, activating it as a swift action.
At 15th level, the sacred bonus increases to +5.

Shadow Craft (Su): As of 6th level you can create small items, such as tools or weapons, form shadow. You need merely place your hands into any shadow and draw forth the desired item. It cannot possess moving or flexible parts, so you could not create a crossbow, a rope, a flail, or a cabinet. You can create nearly any other weapon, simple tool, or small item, however.
You can create up to two items weighing a number of pounds per shadow point spent. Using shadow craft is a standard action. If the item leaves your possession, it fades away in 1d4 rounds. Otherwise, it lasts for 1 hour per half your class level. The duration me be extended for an hour for every shadow point expended. If you want to create an item that mimics a specific item you have seen, you must succeed on a DC20 craft check of the appropriate sort (weaponsmithing, for instance).
At 8th level, you can enhance your creations. You can imbue a shadow-crafting weapon or shield with an enhancement bonuses up to +4. This increases by 1, +5 total, at level 12, and an additional +1 every 3 levels there after. You are still limited to a maximum of +5 for a single weapon or shield. However you can split your bonus between two creations. For instance if you are a 15th level shadow knight, you can create a +5 bastard sword and a +1 heavy shield. These enhancements can also be applied to tools that you use but the max is still +5.
To succeed at this enhanced crafting, you must make an appropriate Craft check for each item (usually weaponsmithing or armorsmithing) against a DC of 20 + the desired enhancement bonus. If you fail, the item is non magical. You can only have two enhanced shadow-crafted items, (but you must craft both items in the same round) at any one time. If you create new enhancement bonus items, the old ones immediately become non magical. Attempting to create an enhancement item (or two if so desired) with shadow craft is a full round action.
At 9th level, you can quicken your shadow crafting. You need only a standard action to create enhanced items an only a swift action to create non-magical ones.
At 12th level, you can use shadow craft to create light or medium armor for yourself (which you can give an enhancement bonus to). The light armor you craft automatically has the improved shadow special ability (DMG 219).
At 13th level, you can use use your shadow craft ability to create enhancement type shadow limbs granting you temporary enhancements to your body.At this level you can only create two shadow limbs at a time. Deactivating a shadow limb is a free action. Creating a shadow limb requires the use of 5 shadow points to create an enhancement limb. All shadow limbs lasts only 1 round, plus 1 round per each three levels in shadow knight she possessed. Please note that bonuses from the shadow limbs do not stack; if you create two different, or same, shadow limbs that give a bonus to the same thing, unless it is stated other wise, they do not stack and the high bonus is counted. The bonuses she gains from these limbs are listed below with the proper craft armor or weapon DC check is needed. Shadow limbs do not count in any way toward her weapon and armor enhancements or magic item slots. Shadow limbs, unlike normal shadow craft items, can be dispelled. Natural weapons created by this manner are always considered magical for the purposes of over coming DR.
At 14th level, you can apply the shadow striking ability to any magic weapon you create through shadow craft. (If you create two weapons at once, only one can be shadow striking.) Further, you do not need to craft the item on the Plane of Shadow as is normally the case with shadow striking weapon.
At 16th level the improved shadow ability also applies to your medium armor.You may also create heavy armor.
At level 17 you may start creating construct like shadows, called true shadow limbs which are entire temporary new limbs or similar effects, for a short period of time. You may now create a total of 4 shadow limbs at a time. Creating true shadow limbs costs 8 shadow points, and have the same duration.
All of the true shadow limbs are able to be dispelled. For this and similar purposes your caster level is equal to your class level. For other purposes enhancement limbs are classified as 6th level spells, and true shadow limbs are 7th level spells with the exception of the Planer Embrace ability which counts as a 8th level spell.

*Enhancements Limbs*

Balanced Phantom Strike (Black Smith, DC 40) Reduce Two Weapon fighting minuses by 1. +1 to balance checks equal to half class level.

Shadow Aura: (Armor, DC 47) Deflection +4 bonus to AC, if she already posses a deflection bonus of +2 or greater they receive a additional Deflection +2 bonus instead. The maximum bonus is still +5.

Shadow Scales: (Armor, DC 43) Innate Natural Armor temporarily increases by 2. This is not an enhancement, so this ability does stack with an amulet of natural armor and similar bonuses. A shadow knight gains a sometimes scaly looking. The scales usually look like a semi-transparent layer on their skin.

Shadow Might: [Sacred], (Weapon, DC 43) +2 Strength

Shadow Agility: [Sacred], (Weapon, DC 44) +2 Dexterity

Shadow Fortification: [Sacred], (Armor, DC 45) +2 Constitution, with temporary hit points.

Shadow Sight: (Armor, DC 45) +15ft to the range of darkvision and blind sense abilities. This does not grant blind sense.

Shadow Claws: (Weapon, DC 44) This grants a set of natural weapon claws on each hand and feet, even hands of additional limbs created by shadow craft, that deal 1D6 slashing damage for a medium size humanoid. She does not need to have her hands or feet capable of scratching to use this attack. If she has the ability to wield larger size weapons increase the damage by one size category but she is still restricted to the same rules of using a larger size weapon. If she has the feat, improved natural weapon: claws, this is also applied to this ability.

Shadow Fangs: (Weapon, DC 46)
This grants a set of natural weapon fangs on each head that deal 1D8 damage for a medium size humanoid. She does not need to have her mouth capable to bite to use this attack as it appears over any clothing, or armor she has on your head, it replaces the natural bit attack they might have. If she has the ability to wield larger size weapons increase the damage by one size category but she is still restricted to the same rules of using a larger size weapon. If she has the feat, improved natural weapon: bite, this is also applied to this ability.

Shadow Spikes: (Weapon, DC 43)
A shadow knight focuses her power to gain a number of body spikes that sprout from their skin. These spikes do no damage to her or any of her equipment. They function in ever way as armor spikes, except they do increase the weapon damage of their tail or a phantom tail by one size category and damage is piercing and bludgeoning.

Shadow Propulsion: (Armor or Weapon, DC 45)
With this enhancement you can truly fly with shadows beneath your wings. A shadow knight enhances her bodies ability to run and jump. She gains a bonus of +10ft to all movement, and a bonus of +4 to all jumps and tumble checks. This bonus to jump and tumble increases by +1 for every 3 levels past level 14.


*True Shadow Limbs*

Third Ear of the Lazy Guardian: (Weapon, DC 50)
You can create a third ear that grants you effectively a night watch man. After spending the shadow points to create the third ear it is always active so long as it still has uses left and has all the hearing capabilities as you normally would while you were awake. The actual duration is 12 hours but treat the rounds active as the number of uses instead. The ear even has the same comprehension capabilities as you would if you were a wake, so if you were to hear a normal cat or dog in the background you could chose you would wake you up or not, or if you did not make your proper roll to listen you can also chose to save the remaining rounds left for a latter noises.

Third Eye of the Lazy Guardian: (Weapon, DC 48)
Works the same way as Third Ear of the Lazy Guardian but with a spot checks.

Third Eye of the Attentive Guardian: [Sacred] (Weapon, DC 50)
A shadow knight can create this phantom eye that grants them a bonus to their spot checks equal to 1/2 their class level. This ability can work in conjunction with the Third Eye of the Lazy Guardian; if the Lazy Guardian is activated first you can chose to simply tie this power to only work with the Third Eye of the Lazy Guardian. The rounds active are the same as those for the Third eye of the lazy guardian.

Planer Phasing: (Blacksmithing, DC 52)
A shadow knight is able to tie themselves to the plane of shadows, this makes hitting them reasonably more difficult. A mass of shadow energy erupts and surrounds and moves around their body. Limbs and equipment no longer appears completely corporeal. She now gains an incomporial miss chance of 25%, and a sight base miss chance of 25% for a total of a 50% chance to miss. Weapons designed to hit incomporial creatures ignore 25% of this miss chance. Creatures which have blind sense, blind sight, or other similar ability ignores the other 25% miss chance.

Phantom Tail: (Armor, DC 50)
Cost: Each limb created counts as 1 shadow limb and costs 8 shadow points each)
You may create a maximum of two of these at a time. These can be two extra limbs under the arms, as a single tail, or any combination in between. You gain a secondary attack at -5 to hit from max base attack bonus, ½ strength to damage, and 1D6 bludgeoning damage. Normal multiple limb rules apply.

Phantom Arm: (Weapon, DC 54; 1 limb each limb created)
A shadow knight may sprout up to an additional pair of complete arms. These grant the ability to hold one additional weapon in each hand. They are treated as if they have the Multiweapon Fighting and Multiattack feat. If she has natural weapons normally on their natural hands, such as claws, these are duplicated on these new limbs. If she has the shadow claw ability activated then this is also applied to these arms as well. These new arms are identical in all physical stats as their real arms. If a shadow knight has lost an arm and or leg, or two she can create additional arms, past the normal limit of two, to replace them, and at the cost of an enhancement in shadow points.

Phantom Wings: (Armor, DC 56)
A shadow knight sprouts a pair of average sized wings granting perfect maneuverability. Your speed is the equal to your normal movement, including speed reductions (such as armor) but with an additional +10ft. Unlike normal or real wings the use of these wings are not restricted by physical structure is present that would other wise disable your ability to fly. This is possible because the wings are semi incorporeal. Things of force or shadow elemental structures can interfere with flight. If the shadow knight already posses natural wings with at least the capable of gliding, this should be used as en enhancement shadow limb, costing 5 shadow points and with a DC 48 armor craft check.

Greater Phantom Wings: (Armor, DC 62; counts as 2 limbs with shadow craft, and costs 16 shadow points)
A shadow knight sprouts a pair of gargantuan sized wings granting average mobility. Your speed is the twice your total movement, including speed reductions (such as armor) with an additional +20ft. If you have wings already, such as from the normal phantom wings, your maneuverability increases back up to perfect maneuverability. Unlike normal or real wings the use of these wings along are not restricted by physical structure is present that would other wise disable your ability to fly. The nature of these wings are semi incorporeal. Things of force or shadow elemental structures can interfere with flight. If the shadow knight already has wings naturally (not from a shadow limb), this only counts as one limb.

Planer Embrace: (Armor and Weapon, DC 66; counts as 3 limbs with shadow craft and 3 limbs for planer meld; costs 24 shadow points to activate) [Sacred]
This wondrous ability is prized by many shadow knights. A shadow elemental is summoned and pulls the knight into its body enhancing them to epic levels. First their body is counted as large in all positive aspects but none of the negatives. She also gains a sacred bonus of +2 strength, +4 dexterity, and +2 constitution with the proper temporary hit points. All weapons and natural attacks also act as if they were increased by one size.

Bonded Shadow Shell (Su): At 7th level meld the shadow energy in their body with metal armor to reduce armor check penalties, speed penalties, and increase the max dexterity limit of armor. A shadow knight has one sets of armor and one shield in which she can bind them selves to. A shield is treated as a bonded weapon and armor for all purposes. Armor check penalty is reduced by 3, speed penalties is reduced by 5 (but not past 30ft movement), and max dexterity is reduced by 2. To gain these or later bonuses you must be proficient with the armor you are bonded to.
You may apply shadow crafting effects to your bonded armor as if you were creating a shadow crafted armor, however the higher enhancement bonus counts, and the effects dissipate at the same rate as a normal shadow craft. To do so you must first apply 1/2 the bonded armor's weight in shadow points, then make the proper craft armor DC. To apply the improved shadow effect, after you are able to apply the effect with shadow crafting, takes a DC of a +1 armor, or +1 plus any additional bonuses you want to apply; the minimum to get this effect is as if you were making a +1 armor.
Alternatively she may use one, and only one, of their bonded weapons as a bonded shield instead. To bind them selves to that armor she must follow the same requirements as bonding to a weapon. Binding to an armor reduces the armor check penalty by two and increases the maximum dexterity bonus to armor by one, but only if they are proficient with the bonded armor’s type (light, medium, heavy, or exotic). If an armor is lost, undesirable, destroyed, etc, need to go through the same process of gaining a new bonded weapon.
At level 14 this ability increases; the armor check penalty and the max dexterity bonus is now ignored with bonded armor and shields, and the speed inside the armor is increased to 30ft. Armor type, and other special functions such as the minuses to hit caused by using a bucklers or tower shields are still in effect. These bonuses still only take effect if they are proficient with the bonded armor’s type.

Planer Shift (Su): At 15th level, and every eight levels there after, a shadow knight gains a single enhancement type shadow limb permanently active of their choice. A shadow knight my once per turn activate and deactivate this ability as a free action. While they can be dispelled, they return after the next day’s rest. Also at this level you cease aging. You no longer suffer negatives from aging, but you can still dye of old age.
At 19th level, and every eight levels there after, a shadow knight gains a single limb type shadow limb permanently active of their choice, with the exception of the phantom limb. A phantom limb may only be chosen in this manor to replace a severed limb. They may chose a limb that counts as more then one limb, but instead of gaining that limb, it reduce the amount of limbs it takes to activate, and the points needed to activate by 8 points. A shadow knight my once per turn activate and deactivate this ability as a free action. While they can be dispelled, they return after the next day’s rest. A shadow knight now do not need to eat or sleep (although they can do so if they wish). Also they may now chose to not die by old age. If they chose to no longer die of old age then they take on the Outsider type, but do not gain any other bonuses, but all the negatives.

Chase of the Shadow Spire (Su): A shadow knight may open a dimensional doorway tided to a flow of pure elemental shadow energy in the plane of shadows one time a day per every 7 levels in the shadow knight class she posses. A spire of shadow energy bursts from the portal. The doorway is one way only, and only the spire may come from the portal. The spire can be pointed in any direction but on its own it only continues in that direction. The spire is 10 feet wide and tall, and will continue to moving in a direct line for 120 feet each round for the next 3 rounds. If in its travel in comes in contact with anything but ether a mass of light elemental energy, force energy, or anti magic field the shadow will pass though the matter as if the spire was incorporeal. However any shadow knight may ride this spire at will, so long as she is touching the spire in some way. While in contact with the shadow spire she may treat it as anything from incorporeal, to them and allow them to pass through them like the air; she also may will them selves into it and ride in, or ride out side it as if the down direction of gravity was toward the inside of the spire, or even run along it like a bridge again treating the inside as the down direction of gravity. If while travailing along the spire the path comes along anything that you normally could not pass though, you still can not pass through even while in the spire it's self; your path is blocked but you may still leave the spire and re-enter it in a different location.
If the spire were to come in contact with something from/tied to the plane of sun, the spire does 1D6 damage plus another 1D6 damage per ever three levels in shadow night she has. If it hits a sun spell effect, treat the spell as if a dispell was cast on it from a caster level equal to that of the shadow knight's level. If an anti magic field is blocking the way the spire disappears as it tries to enter into the field. If a force effect, such as a wall of force is blocking the way the spire actually stops. A shadow knight may will the spire to move in the fashion and direction she wants it to for three rounds, but this takes the use of 8 shadow points. A shadow knight may power the spire her self, giving her an additional round of the spire's normal movement by expending 14 shadow points per additional round of spire movement; expending shadow points in this fashion is a free action.

Multi Classing with Shadow Knight: A shadow knight can not multi class into any other class or prestige class till she has reached level 12 in shadow knight. Due to the nature of the their power a shadow knight must constantly continue to advance till she reaches level 12 in which point she has obtained a strong enough connection to the plane of shadow to retain their powers even though she multi classes. If she does multi class, she loses all her supernatural abilities, including shadow crafting, and even Inner Shadow is lost, but excluding the battle fortitude ability. She only retain their armor, shield, and weapon feats (excluding Shadow Token Knowledge), their skill points, base attack bonus, and saving through bonuses. If a shadow knight ever gains a direct connection to the plane of sun, such as gaining access to the domain of light spells, she loses all their special class abilities excluding the battle fortitude ability.
Spikes01k

12-31-07, 10:04 AM
Sorry, made a big mistake which is now fixed. They were intended to have good reflex slaves. Not good fortitude AND battle fortitude at the same time!
vorpo

12-31-07, 05:33 PM
Pls drop me a note in the Peach Market (my sig) as to what category to list you under (Pls refer to 2nd post). Make sure you link your class when you post pls.
vorpo

12-31-07, 07:17 PM
Seems odd from the table that at level 13 you don't gain any shadow points. It just randomly skips a lvl. Personally, I'd still consider lvl 7 a dead lvl even tho he gains a lil more shadow points.
Spikes01k

01-01-08, 12:40 AM
Seems odd from the table that at level 13 you don't gain any shadow points. It just randomly skips a lvl. Personally, I'd still consider lvl 7 a dead lvl even tho he gains a lil more shadow points.

Dead levels happen, this class is powerful enough as it is really.

PS. I found out why level 13 didn't have points. It was lost off the edge of the chart by accident.

Also, I did have an ability, I just forgot to list it. Bonded shadow shell.
Spikes01k

01-02-08, 08:02 AM
So do people just not like it, or do they find it too long to read?
Spikes01k

01-03-08, 08:03 AM
:dancin:
Spikes01k

01-04-08, 04:54 PM
:eek:
I hope this works.
:eek:

Some responses please.
mandos13

01-05-08, 04:19 AM
i like the theme of it. i really don't know whether it's overpowered or not, so i wont be of much help there.

but it was very long. you might want to consider shorting some descriptions and/or abilities. i'm guessing that's one of the reasons you're lacking feedback
Spikes01k

01-06-08, 10:01 AM
i like the theme of it. i really don't know whether it's overpowered or not, so i wont be of much help there.

but it was very long. you might want to consider shorting some descriptions and/or abilities. i'm guessing that's one of the reasons you're lacking feedback

Yeah, I can try, but as I said I got a lot directly from the book.
Spikes01k

01-07-08, 08:41 PM
Well some suggestions on what can be reduced text wise would be nice, please.
Spikes01k

01-09-08, 01:51 PM
To help promote shield use, I added weapon focus Shield to Inner Shadow.
Spikes01k

01-11-08, 11:49 AM
I wanted to make this class be playable as both two weapon fighter and with shields. I think the little things I added to help them has made this better for such players, at the same time helping my idea for the class. But yet not overly focusing it on two weapon fighting.
Spikes01k

01-13-08, 12:04 PM
.......:D
turalisj

01-20-08, 12:01 AM
Looks cool. I finaly bought a dungeon module, and I'm going to run it using classes that need to be playtested. You interested?
Spikes01k

01-20-08, 12:11 AM
Looks cool. I finaly bought a dungeon module, and I'm going to run it using classes that need to be playtested. You interested?

Yes PLEASE! Let me know hot it goes! Is it going to be a PC or NPC?
Spikes01k

02-24-08, 01:02 PM
I have noticed and been informed with a number of mistakes. I am effectively working on v3.0