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| zargonic03-15-07, 06:04 PM | Hey everyone, I've been gone from the boards for a while, but I thought I'd pass an idea by you folks that has been rattling around in my head for a while. Let me know what you think. Dark Watcher Ella looked down from the roof of the tavern at the man. He looked unimpressive, but Tallos had told her that he was the mission. He was the second lieutenant of the guard, seemingly unimportant. She was supposed to be keeping an eye on him, but she decided to have a little fun with him. Ella focused on a streetlamp, down closer to the street level, and her vision jumped down to the flame. She looked around, seeing no other guards. If the Lt had looked at the roof at that moment, he would have seen Ella’s eyes blazing from the roof. Unfortunately for him, he didn’t. She turned into a six eyed shadowy hound, running by him in the shadows. This was going to fun. There are legends of dark creatures or mysterious figures that stalk people from the shadows, watching them with blazing eyes. These are all dark watchers, stalking their victims from the shadows and watching, often being seen as portents of doom. Requirements To become a dark watcher (DkW), a character must fulfill all the following requirements: Feats: Skill Focus: Hide; Mobility Skills: Hide 7 ranks, Knowledge (any) 2 ranks, Move Silently 7 ranks, Spellcraft 7 ranks. Special: Eldritch Blast (2d6), must know the invocation See the Unseen or Devil’s Sight. Game Rule Information BAB: Medium (+3/4 per level) Hit Die: D6 Saves: Good Reflex and Will Class Skills: the Dark Watcher’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (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), Spellcraft (Int), Use Magic Device (Cha), and Use Rope (Dex). Skill Points at each level: 4 + Intelligence modifier. Class Features All of the following are the class features of the dark watcher prestige class. Weapons and Armor Proficiencies: the dark watcher gains no new weapons or armor proficiencies. Level Ability 1. Flame Sight 2. Dark Shape 3. Telepathy, Dark Gift 4. Watcher’s Invocations 5. Improved Dark Shape 6. Flame Channeling, Dark Gift 7. Silent Invocations 8. Improved Dark Shape 9. Dark Gift 10. Invoking Flame Spellcasting: at every level but the 1st, the dark watcher counts as having advanced a level in a previous invocation spellcasting class, for the purposes of invocations known, invocations to choose from, spellcaster level, and eldritch blast. Flame Sight (Su): This is the first signature ability of the dark watcher. As a swift action, the DkW can transfer his eyesight to any flame of at least a candle’s strength within 60 feet that he has line of sight to. He can look around freely as if he was standing so that his eyes were at the same level as the flame, and he can transfer his smell and hearing freely back and fourth between his body and the flame. While his sight is transferred, his eyes glow with the same intensity as the flame his eyesight is transferred to. Furthermore, he can still move and act, but is effectively blind. (and deaf if he transferred his sight) This connection can be maintained indefinitely, as long as the flame is within medium range (100 ft + 10 ft/lvl). At sixth level, the DkW can channel an eldritch blast as though he were standing where the flame was. If he does, this breaks the connection, and the DkW is unable to use his flame sight for the next minute. At level 10, the DkW can channel an invocation through the flame, but this renders the DkW his flame sight for an hour. Dark Shape (Su): This is the second signature ability of the dark watcher. He can turn into a shadowy animal, allowing him to watch inconspicuously, or to haunt his opponents as a dark apparition. Whatever he aims to do with this ability, this is what happens. He takes the shape of one of the following animals: Dire bat, dire wolf, dire wolverine, dire weasel, dire rat, or a deinonychus. This is treated the same as a druid’s wild shape, except that the DkW can switch in and out of his dark shape as many times as he wishes, and once he’s chosen a form, he will always shift into the same shape. Furthermore, the shape is a shadowy version of the animal it emulates, giving a +8 to hide checks while in shadows. At fifth level, the DkW is able to use his Eldritch Blast while dark shaped. Furthermore, he gains +20 feet on all movement modes his dark shape has. At eight level, the DkW can fly at a speed of 30 (good maunverability) while darkshaped. Dark Gift (Su): These are special qualities that the DkW gains while dark shaped. Bonuses from retaking gifts stack. Hellhound: Fire Resist 10, and also deals 1d6 fire damage to all opponents within 5 feet. Hades Hound: Cold Resist 10, and also deals 1d8 cold damage with any natural attack. Hex Eyed: +12 to spot checks Ghostpaws: +8 to hide and move silently checks Acrobatic: +8 to balance and tumble checks Cliff hound: +10 to jump checks Pursuit hound: +10 feet to all movement modes Wire-haired: DR 2/- Crawling Blood: Fast healing 2 Vicious: +2 strength Plated: +2 AC Telepathy (Su): Developing his abilities to meet the need to communicate in silence, the DkW gains the ability to communicate telepathically with any creature within 100 feet that speaks a language. Watcher’s Invocations: The DkW gains the invocation Devil’s Sight or See the Unseen as an extra invocation, whichever one they do not already have. Silent Invocations: The DkW no longer needs to use verbal components for any of his invocations. |
| Drodain03-15-07, 06:10 PM | Very cool. I would definately play that but I think it might be a little bit overpowered. |
| Electricall03-15-07, 08:26 PM | Very, very nice. I do believe you should dump the telepathy though, it doesn't seem to fit. |
| XrP-Leon The Second03-15-07, 11:13 PM | It should be noted that as Telepethy is a Supernatural ability, it takes a Standard action to use, you might want to change it some, and add a description. The tenth level ability is a hinderance, as I see it. Also, you need a capstone for the class. Its a very flavorful class and I enjoy the concept of it. Have you done any testing with it for power level? |
| zargonic03-17-07, 03:29 PM | Well, I simply borrowed the wording from telepathy in the mindbender (CArc), but as to whether it should be there, I'm not entirely sure. The reason I had two pretty much distinct and separate ability trees is because I was trying to deliver a darker version of the classic "scouting member" of the party, making the abilities more suited to a warlock-ish flavor. So the general opinion seems to be that it is overpowered with the two set of abilities? |