| Post/Author/DateTime | Post |
|---|---|
| R_Darkhawk08-25-06, 09:13 PM | :help: Assassin / Warlock / (shadow-based class from Tome of magic) I have a character that I would like to make that I want to have the stealth and killing abilities of an assassin and have the ability to control and manipulate shadows. The charater is based off of a similar charater I had in a different game. Kidnapped as a child, the character was experimented on to try and create the perfect assassin/soldier. Had the ability of stealth and perfect hiding in shadows. Could move long distances by moving through shadows/shadow realm. could shape objects out of shadow; walls, spikes, javelins. I don't have the Tome of Magic otherwise I would try this myself. Thank you. :bow: |
| Shedeo08-25-06, 11:54 PM | Hmm,... Its an interesting idea, I might be able to come up with something for it. Then again, I may not, but I should be able to. |
| Mitchell08-26-06, 01:37 AM | So what you want is an assassin/shadowdancer with access to a spell found in the "Complete Adventurer"... I think it was CA, anyway. Allowed you to form weapons out of shadowstuff. Similar to shadow conjuration and the like, if memory serves, in that they were only semi-real, but what your opponent doesn't know can kill them. In other words, I think that you would have no problem pulling this together with material that is already out there. :cool: |
| gorfnad the shiznit08-26-06, 07:09 AM | Maybe the wraith or shadowmage in my sig my be of interest to you. Otherwise look into the Telfammar Shadowlord for some options. |
| R_Darkhawk08-29-06, 07:09 PM | I thought of spells that allow you to shape stuff but most of them were merely illusions. I want the shadow shapes to be solid and real. Plus I am not looking at them being spells but special abilities of some kind. Thanx for all comments. |
| varashiel08-29-06, 10:02 PM | Admittedly, I don't like assassins, but there is a PrC or two in the ToM that might interest you . First & best is the Shadowsmith, who is able to craft stuff (magic stuff) from shadow. You also gain a small # of mysteries/day & 6+Int mod Skill points/lvl. Hide & Move Silently are class skills. You could actually go Shadocaster 10/Shadowsmith 10 Gets you BAB 15/10's for all of your saves. Only downside is you only get martial weapon Proficiency at 11th level. No death attacks either. However, assassin-wise, Shadowcasters are not bad. Take umbral touch & the ranged mystery feat & you can attack for several rounds at 5d6 + slow. You also need only 1 hour of sleep/ day & 1 meal/week at 10th level. |
| R_Darkhawk08-31-06, 09:05 PM | I saw those classes , but I don't own the ToM. That is why I am looking for a class based on them. I know I can't ask for the actual class, so I made a class request for what I am looking for. Thanks for letting me know the names of those classes though. |
| varashiel08-31-06, 09:36 PM | I saw those classes , but I don't own the ToM. That is why I am looking for a class based on them. I know I can't ask for the actual class, so I made a class request for what I am looking for. Thanks for letting me know the names of those classes though. no problem |
| Maraxus09-01-06, 02:11 AM | The Nightblade Hit die: d6 Saves: Good Will and Reflex BAB: medium Skills: 4+Int, Class skills are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana, the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). Weapons and armor Proficency: Nightblades are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. Abilities: Level Abilities Shadow Invocation 1 Control Lights, Darkvision 2 Sneak attack 1d6 1 (least) 3 Uncanny Dodge 2 4 Impenetrable Darkness 3 5 Sneak attack 2d6, Armor of darkness 6 Devil's Vision 4 7 5 (lesser) 8 Sneak attack 3d6 6 9 Stab 10 Improved Uncanny dodge 7 11 Sneak attack 4d6 8 12 Hide in Plain Sight 9 (greater) 13 14 Sneak attack 5d6 10 15 Improved Stab 11 16 12 17 Sneak attack 6d6 18 13 (dark) 19 14 20 Sneak attack 7d6 15 Control Lights: (Level 1) (Su) This basic ability allows the Nightblade to control and intensify shadows. As long as there is at least some shadow, he can increase the shadows to grant concelment as a move action. If it is already dark enough for concealment, he instead increases this to full concealment. This effect can be any shape the Nightblade wishes but cannot effect shadows further than 30 feet from him. Affected shadows drop back to their former level after a number of rounds equal to the Nightblade's charisma modifer plus his Nightblade class level. The darkness itself is not magical, so darkvision penetrates them, as usual. Darkvision: (Level 1) (Ex) The Nightblade gains 30 ft darkvision. If he allready has darkvision, it's range increases by 15 ft. Sneak attack: (Level 2+) (Ex) See the Rogue ability Uncanny dodge: (Level 3) (Ex) See the Rogue ability Impenetrable Darkness: (Level 4) (Su) The darkness affected by the Control Darkness ability becomes impenetrable to Darkvision. Armor of darkness: (Level 5) (Su) As long as he is surrounded by darknes, the Nightblade gains damage reduction equal to his level divided by five/-. Devil's Vision: (Level 6) (Su) The Nightblade's darkvision penetrates even magical darkness (including darkness effected by his Impenetrable Darkness ability). Stab: (Level 9) (Ex) If the Nightblade has already hidden successfully from his target and has concealment due to darkness, he can make one melee attack, then immediately hide again. He takes a –20 penalty on his Hide check to conceal himself after the attack. Improved Uncanny dodge: (Level 10) See the Rougue ability. Hide in Plain Sight: (Level 12) See the Assassin ability. Improved Stab: (Level 15) The penalty to hide after stabbing, is reduced to -10. Invocations: Beginning at level 2, the Nightblade may choose from his list of invocations, special powers. In the beginning, he may only choose a least invocation, but by level 7 he may also choose lesser invocations, by level 12 he may begin to choose greater Invocations and by level 18 dark. Invocations are spell-like abilities. The caster level is equal to the Nightblade's class level. The save DC is based on your charisma. Using an invocation takes a standard action, unless otherwise noted. The Nightblade can only use Invocations to effect himself, unless otherwise noted. All invocations only work in some degree of shadow (everything except direct Sunlight or similar bright light), unless otherwise noted. Least Invocations: Great Stealthyness: +5 enhancement bonus on hide and move silently Great Awareness: +5 enhancement bonus on spot and listen Great Acrobat: +5 enhancement bonus on jump and tumble Spiderwalk: As the Spiderclimb spell Minor Poison: Poisons your weapon with a poison, that deals 1 point of Str, Dex or Con damage. Fake Shadow: Creates an illusional image of a shadow. Invisibility to undead: You can walk among undead. Lesser Invocations Blindsense: You feel anything touched by your shadows. Ranged Strike: Your can make a melee attack over a short range. Even Greater Stealthyness: +10 enhancement bonus on hide and move silently Even Greater Awareness: +10 enhancement bonus on spot and listen Even Greater Acrobat: +10 enhancement bonus on jump and tumble Shadow Blades: Your Weapon become ghost-touch. Shadow Armor: Your armor becomes ghost-touch, your Armor of darkness reduces ability damage by incorporeal undead. Weak Poison: A better poison for your weapons Lesser Summon Shadow: You summon a shadow puppet. Greater invocations Invisibility: You turn invisible at will Gaserous Form: As the spell Perfect silence: You silence yourself. Ranged Melee: You attack over a distance with great facility. Shadow Steps: You teleport in shadows. Phantoms in the dark: You create a Major Image. Sleeplessness: You can use dream and nightmare. Strong Poison: A poison with more options. Summon Shadow: You are accompanied by a shadow. Dark Invocations Fear the darkness: The darkness around you emanates fear. Greater Invisiblity: You turn invisible and stay so. Ghost Form: You become incorporeal Shadow Touch: You gain a strength-draining touch-attack Mystical Poison: A potion with more exotic effects. Shadow Army: Your foes get attacked by their shadows. Shadow Plague: You call an uncontrolled, renegate shadow. Power of the night: You transform into a perfect killer. |
| Maraxus09-01-06, 02:11 AM | Nightblade Invocations Blindsense: (lesser) 4th You gain the Blindsense special ability with a range of 30 feet, but only against creatures in darkness (at least 20% concealment). Even Greater Acrobat: (lesser) 3rd You gain a +10 enhancement bonus on jump and tumble, this stacks with Great Acrobat Even Greater Awareness: (lesser) 3rd You gain a +10 enhancement bonus on spot and listen, this stacks with Great Awareness Even Greater Stealthyness: (lesser) 3rd You gain a +10 enhancement bonus on hide and move silently, this stacks with Great Stealthyness Fake Shadow: (least) 2nd This works as the Silent Image spell, but the image seams out of shadow. Fear the darkness: (dark) 7th The darkness around you emanates fear, this is an emanation effect centered on you. Everybody in a range of 100ft. must make a Will save or become shaken. Everybody within 30 ft of you instead becomes frightened and shaken, if they succed this saving throw. Anyone who succesfully saves against this ability can not be effected again with this ability for 24 hours. You can not exclude targets within the area from the effect. The darkness around you emanates fear, this is an emanation effect centered on you. Everybody in a range of 100ft must make a Will save. A victim within 30ft that fails it's save becomes frightend, if they succeed, they become shaken instead. Above that everybody from 30 ft to 100 ft of you instead becomes shaken if they fail their saving throw and are uneffected, if they succeed. Anyone who succesfully saves against this ability cannot be effected again with this ability for 24 hours. You can not exclude targets within the area from the effect. Gaserous Form: (greater) 6th You transform into a shadowy form. As the gaseous form spell, except you appear to be made of shadow, the ability has a duration of 24 hours, and you continue to benefit from your Armor of Darkness ability. Ghost Form: (dark) 9th You become incorporeal, The duration is concentration +3 rounds. Great Acrobat: (least) 1st You gain a +5 enhancement bonus on jump and tumble. Great Awareness: (least) 1st You gain a +5 enhancement bonus on spot and listen. Greater Invisiblity: (dark) 7st You turn invisible as under the effect of a greater invisibility spell. Great Stealthyness: (least) 1st You gain a +5 enhancement bonus on hide and move silently. Invisibility: (greater) 5th You turn invisible as under the effect of an invisibility spell. Invisibility to undead: (least) 2nd This functions like the spell "Hide from undead" but the duration is 24 hours. Lesser Summon Shadow: (lesser) 4th You summon a shadow, casting time is 1 round, it apears where you choose within close range. The Shadow however is mindless and will not act, unless you concentrate on the spell. If you don't concentrate on the spell for 3 consecutive turns, it vanishes again. The shadow can not create spawns. Minor Poison: (least) 2nd This poisons a weapon you hold in your hand. The poison deals 1 point of strength-, dexterity- or constitution initial and secondary damage; choose which when you use this invocation. Once the weapon strikes somebody, this poison is used (as normal) and the victim must make a fortitude save to resist the potion. If the weapon leaves your hand, this invocation ends. You cannot use this incovation to put more than one dose of poison on any one weapon at a time. Mystical Poison: (dark) 7th This works as minor potion, but instead of dealing ability damage, you can choose one of the following effects (The victim saves with will): -Memory lost: On a failed save, the victim is dazed for one round and looses the memory of the last 6 hours. -Insanity: As the spell -Uncontrolled Magic: On a failed save, the target, if it has the ability to cast spells, must (try to) cast a randomly determined spell from the highest level he can cast. This is a (Compulsion) effect and ends, once the victim has cast all spells for that day. -Curse of oposite alignment: After 24 hours, the target's alingment chances to the exact opposite (chaotic evil to Lawful good, Lawful neutral to chaotic neutral, true neural is uneffected). This might urge him to act after the new alignment at a few situations. This is a compulsion and allows a new save against this urge only. After some time the magic fades and the victim can bring his alignment back, if he wants to. -Truth: The victim can not lie for 24 hours, or stay silent when ask a question. The effect is imeadiate, there is no secondary effect. Using this ability takes 10 rounds The character might develop other "poisons", that would fit into this selection. Perfect silence: (greater) 5th You silence yourself, you can not be heared with any listen check, nor can you make any other sound like speaking, knocking or anything similar. This silence also affects any unpossest objects within 5 ft of you. As a side effect, you get a resistence against sonic 10. This ability ends if you perform any action that would make an invisibility spell end, and has a duration of 24 hours. Phantoms in the dark: (greater) 6th You create a Major Image, as the spell. Power of the night: (dark) 8th This ability only functions in total concealment from darkness. -You change your size by one step, as if effected by either reduce or enlarge person (including the modification of Strength and Dexterity) -You grow 4 whipping tentacles that you can use as natural secondary attacks. These deal 1d6 points of slashing damage, and have 10 ft reach. -Your speed increases by 30 ft. -You roll d10s for sneak attack damage. Ranged Melee: (greater) 6th The force of your attacks can leave your weapon and travel a short distance throught the shadows. Your reach with melee weapons increases by 10 ft. Ranged Strike: (lesser) 3rd You can throw shadow itself. You gain a ranged attack that deals 1d6 piercing damage, and has a range increment of 20 feet and a critical threat range of 19-20/x2. This attack has an enhancement modifer equal to one sixth your Nightblade level and overcomes all supernatual damage reduction. This ranged attack cannot be used against creatures in bright sunlight. You do not provoke attacks of opportunity for making attacks with this ability. Shadow Armor: (lesser) 4th Your armor get's the ghost-touch armor enchantment as long as you wear it Your Armor of darkness reduces ability damage by an undead's incorporeal touch attack Shadow Army: (dark) 7th Choose a number of living opponents up to your class level. They must be within medium range and 60 ft of another. A shadow springs from the ground under the victim. It will attack only this one being and disapear afterwards. You have no control over the shadow. One person can not be targeted by this ability more than once a day. The shadows do not create spawns. The casting time of this ability is 1 round. Shadow Blades: (lesser) 3rd Your Weapon get the ghost-touch weapon enchantment, as long as you wield them. Shadow Plague: (dark) 8th This spell creates a shadow from a dying humanoid. The shadow is uncontrolled, but friendly towards you. This Shadow is exceptionally intelligent (Int 10) and will likely not attack targets obviously to strong for him. Everybody else however is a good target. This shadow creates spawns. Each use of this ability costs 100XP. Shadow Steps: (greater) 6th As a move action, you can teleport up to 60 ft. Both the place where you use this ability and the target spot have to be dark (20% concelment) or the ability fails. Shadow Touch: (dark) 7th You can make a touch attack that deals 1d6 Strength damage, if you are incorporeal, this is an incorporeal touch attack. Sleeplessness: (greater) 5th You can use dream and nightmare, as the spells. Spiderwalk: (least) 2nd This ability works as the Spider Climb spell Strong Poison: (greater) 6th This Poison works like weak poison, but can create bad conditions: Primary - Secondary effect Nothing - Death Nothing - Unconciousness -20 spot/search - Blindness for 1d6 hours Paniced for 1d6 rounds - Frightened for 1d6 minutes (save on will) Stunned for 1d6 rounds - Stunned for 1d6 rounds Sickened for 2 minutes - Nauseased for 1 minute Using this ability takes 5 rounds Summon Shadow: (greater) 6th Like Lesser Summon shadow, but no concentration is needed. You can only have one shadow summoned (with this ability) at a time. The Summon can not create spawns. Weak Poison: (lesser) 4th This works like minor poison, but deals more damage, can also effect mental attributes and has secondary effects after 10 rounds, unless the target succedes on a second save. The poison deals 1d6 Str, Dex or Con damage primary and 1d3 damage of the same type secondary, or it dealy 1d4 Int, Wis or Cha damage primary and 1d2 of the same type secondary. |
| Maraxus09-01-06, 04:05 AM | Btw, I'm always looking for featback. How is the balancing. I think I cuold still be to much on the down side. A combat class with poor BAB... ... With blades of darkness, out of sunlight, the attacks becomes about as much as a medium BAB with later itterative attacks. The idea behind it are: 1) He shall fear the Sunlight like a vampire. 2) He should make sure to attack the targets with flaat-fooded AC, whenever possible. But then again, especially on the low levels, he does not really have much, to be able to do that. Hm, I think something for the typical Assasin's death attack is still missing. I will see tomorrow... Chancelog Removed "Blades of Darkness" in favor of a medium BAB. It does not overpower the class (so I hope) and makes it less complicated. Less complicated is good, most of the time. |
| Maraxus09-01-06, 07:05 PM | :bump: Come on, this shall be no final version. Should I make another thread for it? Another thing, apart from balance, I'd like to know, if my take on "shadows" is interesting (@ R_Darkhawk, especially) |
| BlaineTog09-01-06, 09:05 PM | *Cracks knuckles* The Nightblade Saves: Good Will and Reflex ... Skills: 6+IntHmm, I don't know about giving him two good saves and 6 skill points, given that the Assasin gets 4 skill points and only one good save. It's not necessarily out of line, but it's a plink in the "strengths" basket that he might want somewhere else. Weapons and armor Proficency: Nightblades are proficient with all simple & martial weapons and light armor.This is definatelly excessive. This guy has no business swinging around greatswords and the ilk. Control Darkness: (Level 1) (Su) This basic ability allows the Nightblade to control and intensify shadows. As long as there is at least some shadow, he can increase the shadows to grant concelment as a move action. If it is already dark enough for concealment, he instead increases this to full concealment. This effect can be any shape the Nightblade wishes but cannot effect shadows further than 30 feet from him. Affected shadows drop back to their former level after a number of rounds equal to the Nightblade's charisma modifer plus his Nightblade class level. The darkness itself is not magical, so darkvision penetrates them, as usual.I made a couple changes here, which should be somewhat obvious. Impenetrable Darkness: (Level 4) (Su) The darkness affected by the Control Darkness ability becomes impenetrable to Darkvision.Not a huge change. It just seems a little conceptually clunky to make the darkness magical. Armor of darkness: (Level 5) (Su) As long as he is surrounded by darknes, the Nightblade gains damage reduction equal to his level divided by five/-.Just a typo and a rephrase. Devil Vision: (Level 6) (Su) The Nightblade's darkvision penetrates even magical darkness (including darkness effected by his Impenetrable Darkness ability).Again, just a rephrase. Stab: (Level 9) (Ex) If the Nightblade has already successfully from his target and has concealment due to darkness, he can make one melee attack, then immediately hide again. He takes a –20 penalty on his Hide check to conceal himself after the attack.Modeling it a little more closely after sniping, and added the darkness clause for logic's sake. Hide in Plain Sight: (Level 12) See the Assassin ability.My thoughts are that he should get this ability earlier, possible at 9th level. The Shadowdancer gets it at 1st level, after all. Also, it seems like this guy could use some kind of 20th level ability, although I'm not sure what. Invocations: Beginning at level 2, the Nightblade may choose from his list of invocations, special powers. In the beginning, he may only choose a least invocation, but by level 7 he may also choose lesser invocations, by level 12 he may begin to choose greater Invocations and by level 18 dark. Invocations are spell-like abilities. The caster level is equal to the Nightblade's class level. The save DC is based on your charisma. Using an invocation takes a standard action, unless otherwise noted. The Nightblade can only use Invocations to effect himself, unless otherwise noted.This looks fine, but doesn't the Warlock only get 12 invocations? I'm not sure if this guy should exceed that. Now, the incovations. Unless otherwise noted, all invocations only work in some degree of shadow (everything except direct Sunlight or similar bright light).Rephrase. And I think it's best to specify the duration for each incovation, just to make sure you don't accidentally give one too much. Blindsense: (lesser) 4th You gain the Blindsense special ability with a range of 30 feet, but only against creatures in darkness (at least 20% concealment).Rephrase. Fake Shadow: (least) 2nd This ability creates an illusional image of a shadow. This works as the Silent Image spell.Er, that doesn't really look useful. I'd let him create any image he likes, but it's out of shadow. Fear the darkness: (dark) 7th The darkness around you emanates fear, this is an emanation effect centered on you. Everybody in a range of 100ft. must make a Will save or become shaken. Everybody within 30 ft of you instead becomes frightened and shaken if they fail their saving throw. Anyone who succesfully saves against this ability cannot be effected again with this ability for 24 hours. You can not exclude targets within the area from the effect.Rephrase. Gaserous Form: (greater) 6th You transform into a shadowy form. As gaseous form, except you appear to be made of shadow, the ability has a duration of 24 hours, and you continue to benefit from your Armor of Darkness ability.Rephrase, and a bit of a reflavor. I also don't think the damage reduction increase is really warranted. Ghost Form: (dark) 9th You turn into pure shadow. You become incorporeal. This ability has a duration of one round per two levels.I'm sorry but 24 hour incorpreality is just a little too ripped, IMO. Even 1 round/level seems a bit too good for my taste. I mean, incorporeality is amazing, even moreso when you can exit it at will. Greater Invisiblity: (dark) 7st You turn invisible as under the effect of a greater invisibility spell. This ability has a duration of one round per level.Again, 24 hour duration on greater invisibility is kinda absurd. Invisibility to undead: (least) 2nd This functions like the spell "Hide from undead" with the following exceptions: -Self only -Duration is 24 hours -You get a +4 bonus on the save DCAww, give it to him for 24 hours. It's a first level Cleric spell with 10 min/level duration. It's clearly not a very powerful effect. Lesser Forge Shadow: (lesser) 4th You spin a Shadow out of, well, shadows. This invocation has a casting time of 1 round. The Shadow appears where you choose within close range, and lasts for one round per level, although it requires a move action of concentration per round or it ceases to exist early (this move action does not provoke an attack of opportunity). You cannot have more than one Shadow through this ability in existance at any one time. Humanoids reduced to 0 Strength by this Shadow do not become spawns.It's a CR 3 monster, hardly something to worry about terribly. Minor Poison: (least) 2nd This poisons a weapon you hold in your hand. The poison deals 1 point of strength-, dexterity- or constitution initial and secondary damage; choose which when you use this invocation. Once the weapon strikes somebody, this poison is used (as normal) and the victim must make a fortitude save to resist the potion. If the weapon leaves your hand, this invocation ends. You cannot use this incovation to put more than one dose of poison on any one weapon at a time.Rephrase. Mystical Poison: (dark) 7th You form shadow into terrible supernatual poisons. This ability works like Minor Poison, but forces a Will save, and instead of dealing ability damage, instead choose one of the following effects as the primary damage (there is no secondary damage): -Memory loss: On a failed save, the victim looses his memory of the last 6 hours and is dazed for one round. -Insanity: As the spell. -Uncontrollable magic: If the target fails his save, he must (try to) cast a randomly determined spell from the highest level he can cast, if he has the ability to cast spells. Each round thereafter for a number of rounds equal to the Nightblade's class level, the victim must either make a will save or attempt to cast another spell, as before, until he makes a save. This is a Mind-Effecting (Compulsion) effect. -Aura refersal: If the target fails his save, his alighnment changes to its polar opposite (CE to LG, etc. Characters neutral on one or both axes become randomly one of the extremes on the axes which were previously neutral, so NG becomes either LE or CE, and TN becomes LG, CG, LE, or CE). He also receives a -2 penalty to all d20 rolls for a round as he comes to grip with his new world view. The character should act according to his new alighnment, although he receives a will save if his new alighnment might want him to do something particularly anathema to his old self (ie a Paladin attacking innocents). This is a Mind-Effecting (Compulsion) effect and ends after 24 hours, restoring the character to his previous alighnment. -Truth: On a failed save, the victim becomes incapable of lying for 24 hours. This is a Mind-Effecting (Compulsion) effect. Using this ability takes 10 rounds The character might develop other "poisons", that would fit into this selection.My only concern is that this is perhaps too versatile. It might be best to make each of these an invocation, and maybe not as a poison, either. Perfect silence: (greater) 5th You silence yourself, you can not be heared with any listen check, nor can you make any other sound like speaking, knocking or anything similar. This silence also affects any unpossest objects within 5 ft of you. As a side effect, you get a resistence against sonic 10. This ability ends if you perform any action that would make an invisibility spell end, and has a duration of 24 hours.There, that's better. Horror of the Night: (dark) 8th This ability only functions in total concealment from darkness. -You change your size by one step, as if effected by either reduce or enlarge person (including the modification of Strength and Dexterity) -You grow 4 whipping tentacles that you can use as natural secondary attacks. These deal 1d6 points of slashing damage, and have 10 ft reach. -Your speed increases by 30 ft. -You roll d10s for sneak attack damage.Cleaned up a bit. Shadow Slashing: (greater) 6th Your reach with melee weapons increases by ten feet.30 feet is just absurd. Shadow Strike: (lesser) 3rd You can throw shadow itself. You gain a ranged attack that deals 1d6 piercing damage, and has a range increment of 20 feet and a critical threat range of 19-20/x2. This attack has an enhancement modifer equal to one sixth your Nightblade level and overcomes all supernatual damage reduction. This ranged attack cannot be used against creatures in bright sunlight. You do not provoke attacks of opportunity for making attacks with this ability.There, I, personally, like that alot more, and it makes more sense. Shadow Army: (dark) 7th Choose a number of living opponents up to your class level. They must be within medium range, and within 60 ft of each other. Casting time is 1 round. Then, a shadow springs out of the victims shadow (or from under his feat, if there is no shadow, like in total darkness). This shadow will attack this victim (and only this one) for three rounds and dissapear afterwards. You have no controll over this shadow. One person can not be targeted by this ability more than once a day. The shadows do not create spawns.The wording could still use a litttle work, I think. Shadow Plague: (dark) 8th This invocation can only target a dying humanoid. If the target fails a will save, he or she dies, and a Shadow is created in his or her previous square. The shadow is uncontrolled, but friendly towards you. This Shadow is exceptionally intelligent (Int 10) and will likely not attack targets obviously to strong for him. Everybody else however is a good target. This shadow does not create spawns and dissipates harmlessly after one minute per Nightblade level.The last thing we need is more spawn-creating Shadows. And I ran out of time! I'll try to get to the last three in a minute. |
| Osedox09-01-06, 09:16 PM | I like it, it is similar the the Invocation Hexblade. |
| Maraxus09-01-06, 10:12 PM | BlaineTog, thanks for the input, looks really good. About the abilities: Skills go definitly down to 4+Int, good will fit's into it, however. About the invocations: Hm, I might reduce them, if I find aditional high-level abilities. Overall, I think the class is quite good on the early levels, many special abilities there. But in the end, I have no good power abilities, like being able to take "scribe scroll" and have acces to any spell in existence given some time mony and a bit of XP. That's why the least invocations are weak, compared to some least warlock invocations, but the dark invocations are massive. About shadows: Like swarms, they are very specific creatures. Immunity to non-magic attacks and a good touch-attack, it could kill anything up to Purple worm or Frost worm. And some specific points: Fear the darkness: Oh, it was meant like this: Within 30 ft: frightend, save reduces this to shaken. 31ft to 100ft: shaken, save negates. Ghost Form: You are right, even 1/2 rounds is dangerous, if he can use it at will... with ghost touch weapons... |
| R_Darkhawk09-05-06, 04:34 PM | Sorry it took me so long to reply. I am liking this class greatly. It is capable of doing all the things I want and more. I bow my head in praise to the designer and to those who help balance the class. Thank you all. |