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| Ivaylon02-17-08, 12:09 PM | Enter the Shadow Murtherer...any comments, suggestions, etc, appreciated. Note that the fey-blooded feat is needed to gain entry into this class. And for a little bit of extra information, I will add this bit--Murtherer is an obselete word for "murderer" as murther is an obsolete word for murder. Enjoy. =) Shadow Murtherer http://images.yuku.com/image/pjpeg/1cd16a1cdb26502b80cfec5eee06e52cf0691736 .jpg “Come; be not afraid of the dark. She has many secrets to offer up to those only willing to probe her many folds.” -Xorin Shadowreave, darkling Shadow Murtherer Shadow Murtherer’s are the servants of shadow embodied, star-crossed to a terrible fate of being consumed and eventually possessed by the very shadows they seek to so wield. Striking from the night they come in billowy dark clouds that race from horizon to horizon, only to retreat back into the darkling shelter that harbors them so. Divine casters of all walks have a particular fear of the Shadow Murtherer, as his mere existence is a direct manifestation of profanity against every god thought of as holy to ever be. And with his shadows the Shadow Murtherer brings the bane of these casters, energies ripped from the nether-voids for his own suiting, energy so powerful and volatile in the control of a similarly volatile mind that the likes of the two combined can completely severe the tie of the most pious of worshippers with their gods, and when alone, when in the dark with no aid forthcoming or no god to pray to, then comes the Shadow Murtherer into the open. Behind him trails a smoke of death and preceding him a swell of negative energies. At that point there is no turning back, at that point the Shadow Murtherer has his prey helplessly defeated, despite the ever-occurring last efforts that the Shadow Murtherer allows to be carried out in all of their pathetic futility before finishing his enemy and offering his pale, dead corpse and recently departed soul to the dark gods the Shadow Murtherer so serves. Hit Dice: d6 Abilities: The Shadow Murtherer relies heavily on stealth and being able to avoid the attacks of other targets, both by supernatural and more down-to-earth means, such as dexterity. Wisdom also plays a pivotal role in the Shadow Murtherer’s arsenal as it is his tool with which he harasses clerics with and also an attribute that many of the Shadow Murtherer’s other abilities depend heavily upon. Closely following Dexterity then Wisdom comes Intelligence, for the skill points, and Charisma, for its obvious beguiling properties. The Shadow Murtherer isn’t geared towards Constitution nor Strength so you shouldn’t have to worry about either of those stats. Requirements To qualify to become a Shadow Murtherer, a character must fulfill all of the following criteria. Alignment: Any evil. Skills: Move Silently 8 ranks, Bluff 8 ranks. Feats: Creature of the Night (new feat), Lightning Reflexes, Fey-blooded Special: Must spend a night walking in natural darkness and observing the horrid mysterious hidden for all to see plainly if they were to open their eyes to the majesties of such grandiose blackness, such wondrous a scene it is. Class Skills The Shadow Murtherer’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex). Skill Points at Each Level: 6+Int modifier. Table 1-1: The Shadow Murtherer Level BAB Fort Ref Will Special 1st +0 +0 +2 +2 Swarthy Alteration, Shadow Covenant 2nd +1 +0 +3 +3 Mercurial Instincts 3rd +2 +1 +3 +3 4th +3 +1 +4 +4 Profane Lamination I, Night’s Refuge 5% 5th +3 +1 +4 +4 Shadow Harry 6th +4 +2 +5 +5 7th +5 +2 +5 +5 Night’s Refuge 10%, Whispers in the Night 8th +6/+1 +2 +6 +6 Profane Lamination II, Nebulous Effigy 9th +6/+1 +3 +6 +6 Pejorative Cry 10th +7/+2 +3 +7 +7 Night’s Refuge 15% 11th +8/+3 +3 +7 +7 12th +9/+4 +4 +8 +8 Mutherer’s Offering 13th +9/+4 +4 +8 +8 Night’s Refuge 20% 14th +10/+5 +4 +9 +9 15th +11/+6/+1 +5 +9 +9 Blasphemer’s Tirade, Profane Lamination III 16th +12/+7/+2 +5 +10 +10 17th +12/+7/+2 +5 +10 +10 Night’s Refuge 25% 18th +13/+8/+3 +6 +11 +11 Severe Divine Tie 19th +14/+9/+4 +6 +11 +11 20th +15/+10/+5 +6 +12 +12 Darkling Metamorphosis Class Features Weapon and Armor Proficiencies: Shadow Murtherer’s are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, and short sword. Shadow Murtherer’s are proficient with light armor, but not with shields. Night’s Covenant: At level one, upon walking in the night Shadow’s and offering his prayers up to dark gods the Shadow Murtherer has begun his transformation and through better or through worse, bound by the will of higher, more malignant beings, the Shadow Murtherer cannot give recourse to this new path now. With this ability the Shadow Murtherer is able to see in the dark just as he could in regular light. Should the Shadow Murtherer ever become of good alignment he/she permanently loses all abilities granted from the Shadow Murtherer prestige class and is affected at all times by a -2 to all skill, attack, and damage roll. The dark gods will not will the Shadow Murtherer to go back now, his future is set whether he wills it or no. Swarthy Alteration (EX): Upon taking this class the individual’s skin begins to already show physical changes, within a fortnight’s or less passing changing to that of a swarthy pitch black or rich, deep purple. This alteration of skin hue is not merely that, but also the beginnings of something more, something growing deep inside the Shadow Murtherer, something made to manifest in this very act and by thus doing providing the Shadow Murtherer with both advantages in night and setbacks in day. In natural darkness the Shadow Murtherer gains a +4 bonus to all hide and move silently checks. In natural daylight the Shadow Murtherer takes a -2 penalty on all skill rolls. Also, due to this coloration all can now conspicuously see the Shadow Murtherer’s true nature and most citizens of a normal alignment bent will take fear of him. Indeed, the Shadow Murtherer is now an infamous evil, one of many of his depraved kind, hunted throughout nigh every land. The Shadow Murtherer must remain furtive, keep a low profile. As such the Shadow Murtherer receives a -8 to all disguise rolls but gains a +2 to all intimidate rolls. Mercurial Instincts (EX): Shadow Murtherer’s possess a fickle and ever-changing mind, filled with thoughts of mixed paranoia and insecurity in everywhere but the shadows, and even there maintaining a keen vigil. At level one, through the benefits of this ability, the Shadow Murtherer gains a bonus to his AC equal to his Wisdom modifier, up to a total of ½ his Shadow Murtherer level. The Shadow Murtherer also receives a +2 bonus on all reflex saves. Profane Lamination I, II, & III (SU): At reaching level three the Shadow Murtherer can, a number of times per day equal to his Wisdom Modifier, sheath his weapon of choice in a hiatus of space, an opening in the fabric of reality itself from which leaps sparks of crackling dark energies, some of which remain suspended in the atmosphere surrounding the blade like dazzling starbursts of electric purple-black and others of which limn the emptiness where the weapon once was in a flowing pure-black tide. This ability lasts for a number of rounds equal to 2+1d4, but, if the Shadow Murtherer wills it, can be maintained as a swift action by another daily use of this ability. Activating this ability any other way is a free-action. When his weapon is so ensorcelled by these energies it bypasses all damage reduction susceptible to the evil subtype and deals an extra 1d4+Wisdom modifier amount of damage. On critical hits this damage is not multiplied. Also, any divine caster struck by this blade must make a concentration check equal to 10+1/2 Shadow Murtherer’s Shadow Murtherer level+ Shadow Murtherer’s Wisdom modifier on any spell he is currently preparing or any spell in the next 1d3 rounds or be unable to manifest his powers and thus waste a spell slot to no effect. At level 8 when this ability improves the duration is increased to 2+1d6 and the extra damage increases to 1d6+Wisdom modifier. Also, at level 8 when a divine caster is struck by any weapon imbued with this supernatural ability the divine caster must a concentration check equal to 15+1/2 Shadow Murtherer’s Shadow Murtherer level+ Shadow Murtherer’s Wisdom modifier on any spell he is currently preparing or any spell in the next 1d3 rounds or be unable to manifest his powers and thus waste a spell slot to no effect. At level 15, when this ability improves once more, the duration is increased to 2+1d8 as the damage is increased to 1d8+Wisdom modifier. The requisite concentration check for any cleric hit by any weapon endowed by these energies remains the same, albeit any cleric damaged by a weapon under the effects of Profane Lamination must make a second concentration check equal to 15+1/2 Shadow Murtherer’s Shadow Murtherer level+ Shadow Murtherer’s Wisdom modifier. If the caster fails he looses a self-selected spell of a level equal to the Shadow Murtherer’s Wisdom modifier or lower that the caster has prepared. Night’s Refuge (EX): The Shadow Murtherer has grown more fond to the dark than he every thought he could before, knowing many of it’s secrets now and being able to employ them in the form of stealth. At level four the Shadow Murtherer is treated as if he possessed a constant concealment equal to 5%, but this ability only functions at true night and has no effect what so ever when it is not nighttime. At level 7, 10, 13, and 17 each the percentile of concealment at night increases by increments of +5% up to a total of 25% at level 17. Shadow Harry (EX): As a force of darkness a Shadow Murtherer must be quick and decisive in his tactics, using the darkness to his avail by evanescing into it’s depths and darting out from the least spot the opponent expects, again and again repeating such a haranguing assault until his enemy is slain. At level five, when the Shadow Murtherer catches his opponent flat-footed and he has any percentile of concealment he may make a single attack as a standard action, and by succeeding on a hiding check opposed by the opponent’s spot check the Shadow Murtherer may immediately make a move action to move however many chosen feet away from his target and simultaneously regain his hiding spot/concealment. This ability can only be used if the opponent has lost sight of you, and thus why hiding is needed in addition to the Shadow Murtherer’s natural concealment at nighttime. Whispers in the Night (SU): Shadow Murtherer’s take on the natural fluidity, the natural ebb and flow of the night that so surrounds him, at level seven able to express this deceptive quality in the form of sin soft words that belie their true purpose. At level seven, when this ability is added to the Shadow Murtherer’s arsenal, he may cast the spell suggestion a number of times per day equal to his Wisdom modifier. For purposes of this ability the Shadow Murtherer is treated as a caster of his total Shadow Murtherer level+Charisma modifier. Nebulous Effigy (SU): The Shadow Murtherer becomes even more acquainted with the darkness he so enjoys, now able to take shape of this darkness itself and go wherever shadows are allowed: through every crevice, crack, cranny, and opening available. At level 8, when this ability is added to the Shadow Murtherer’s fastly expanding repertoire of legerdemains, he may cast the spell gaseous form a number of times per day equal to his Wisdom modifier. For purposes of this ability the Shadow Murtherer is treated as a caster of his total Shadow Murtherer level+Charisma modifier. While using this spell the Shadow Murtherer retains a relatively humanoid shape instead of loosely scatted gases. The Shadow Murtherer appears as a dark bust of himself, so shadowy and wispy as a thick cloud that no light can penetrate his form that, by the negative energies stirring inside, is held together albeit able to pass through any objects the likes of smoke can infiltrate. Pejorative Cry (EX): At level nine the Shadow Murtherer can let loose such an otherworldly cry so as to instill a sense of dread within his foes. All opponents within 30ft. of the Shadow Murtherer when he uses this ability must make a will save against fear equal to 15+1/2 of Shadow Murtherer’s level or be treated as if frightened for a number of rounds equal to 1d4+1. The Shadow Murtherer can only use this ability every 1d6+1 round. Murtherer’s Offering (SU): At level 12 a Shadow Murtherer can, by lifting up slanders and prayers up to the dark gods, sacrifice the departing soul of his victim in essence for both the Shadow Murtherer’s own health and the favor of the dark gods. When doing so and sacrificing a slain enemy to the dark god’s all that is needed is a fixed concentration over the corpse. In finishing his one minute prayers the Shadow Murtherer regains a number of hit points equal to ½ the dead opponent’s HD+it’s Con modifier. If these hit points cross the threshold of the Shadow Murtherer’s total hit points then the extra hit points are treated as temporary hit points that last for one hour. Also, if the victim was a divine caster, the Shadow Murtherer regains a number of extra hit points equal to his Wisdom modifier and can also steal a spell from the corpse and cast that chosen spell once at a caster level equal to his Shadow Murtherer level+Cha modifier. If the Shadow Murtherer’s caster level for purposes of this ability is not high enough to steal the spell he so chose the Shadow Murtherer must instead choose a different spell that is equal to his caster level for purposes of this spell. Blasphemer’s Tirade (SU): At level 15 the Shadow Murtherer’s ability to counteract the power of the divine is fully manifest in his sinister words, a tirade of anathemic speech that chills the bone of all to hear and leaves divine casters terrified in it’s delivery. Once per target per day the Shadow Murtherer can make an intimidate check against any divine caster. For every five points the intimidate check exceeds the caster’s roll the caster is treated as one caster level lower to a minimum caster level of one and for a total number of rounds equal to ½ the Shadow Murtherer’s Shadow Murtherer levels minus the opposed casters Wisdom modifier. Severe Divine Tie (SU): As a full round action the Shadow Murtherer may intervene between a single divine caster’s connection, which is manifest in clerical abilities, and his god. By taking no other actions for one whole round and by maintaining concentration on this ability the opposing divine caster must make a will save versus 20+the Shadow Murtherer’s Wisdom modifier or be unable to cast any divine spells for a number of rounds equal to 1d3+2. If the Shadow Murtherer’s concentration is broken or the divine caster otherwise succeeds in his will save the Shadow Murtherer’s sole use of this ability is used up for the day and he may not attempt to cast it again until a new night comes around, the period in which this spell is restored. Uses of this spell do not stack or in any way overlap if not used in the allotted amount of recharge time. Darkling Metamorphosis (EX): At level 20 the Shadow Murtherer is now the very epitome of shadows, his soul possessed, corrupted, conceited, and usurped by the very power he sought to control—the shadow and the Shadow Murtherer are now one (Darkling template to come soon. It’ll be worth those two levels of blank character, trust me =) ). Creature of the Night Your are a creature of the night, prowling it’s seemingly endless expanses for pleasure. Prerequisites: Darkvision Benefits: You gain a +2 bonus to all spot, listen, and search checks made in natural darkness. |
| M-bark02-17-08, 12:45 PM | A quick look over it tells me that I should read further into it because I'd probably like it. I have one question though, looking over the table, it seems as if you made it as if it were a base class. If that is so, than the requirements were unnecessary and this should not have been posted in this subboard. Also, the last bit in your post obviously is a feat (although you didn't say it was a feat there). It says "You gain a +2 bonus to all spot, listen, search, and spot checks". Note how spot is there twice. |
| Ivaylon02-17-08, 01:16 PM | Hahaha, alright, thanks for helping me notice my little mistakes. Couldn't get to sleep so I decided to start writing, meh. |