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| Devil Gnasher01-25-08, 06:36 PM | With great thanks to Jaerom Darkwind, Krimm_Blackleaf also known as Ariath Ska'vhor and EvilElitest. Shadow Knight by Duke Malagigi A.K.A. Devil Gnasher "We walk in the dark places no others will enter. We stand on the bridge, and no one may pass." http://www.wizards.com/dnd/images/tob_gallery/99692.jpg Tierra Morales Ortega, noblewoman and shadow knight extraordinare. Darkness, often times this quality is seen as solely the purview of cruelty and malice. Hence the term Forces of Darkness when referring to supernatural Evil. Yet darkness its self is neither Good nor Evil, its morality is determined by the purpose of its use. Because of this some righteous warriors have decided to learn the secrets of darkness, shadow and most obviously, fear. Good role models for the shadow knight would include certain but not all versions of Batman and for general personality, devious cunning and dedication, His Grace Duke Samuel Vimes, Commander of the Anhk-Morpork City Watch. This Prestige Class is meant for paladin/swordsages, paladin/blade scholars (http://forums.gleemax.com/showthread.php?t=948233), consecrated knight (http://www.giantitp.com/forums/showthread.php?t=49220)/swordsages or consecrated knight/blade scholars. It's not designed to work with any other class though you may still try. Besides, freedom also entails the freedom to fail as well. HD: d8 Requirements BAB: +5 Skills: Concentration 6 ranks, Intimidate 6 ranks, Hide 6 ranks, Knowledge (Religion) 3 ranks, Knowledge (Local) 3 ranks, Martial Lore 6 ranks Feats: Avenging Strike, Diehard Special: Aura of Courage, Smite Evil and Lay on Hands. Maneuvers: Ability to use 2nd level Shadow Hand maneuvers including at least one stance. Alignment: Any good. Class Skills: Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Nobility and Royalty, Religion, History, Geography, Architecture and Engineering, Tactics (optional) and Local), Martial Lore, Move Silently, Perform, Profession, Ride, Sense Motive, Swim. Skill-Points per level: 4+Int modifier Level BAB Fort Ref Will Special Spellcasting 1st +1 +2 +0 +0 What evil lurks in +1 level of paladin or consecrated knight the hearts of men 2nd +2 +3 +0 +0 Smite evil + 1/day +1 level of paladin or consecrated knight 3rd +3 +3 +1 +1 - +1 level of paladin or consecrated knight 4th +4 +4 +1 +1 Blessed darkness stance +1 level of paladin or consecrated knight 5th +5 +4 +1 +1 Insightful smite +1 level of paladin or consecrated knight 6th +6 +5 +2 +2 - +1 level of paladin or consecrated knight 7th +7 +5 +2 +2 Smite evil + 2/day +1 level of paladin or consecrated knight 8th +8 +6 +2 +2 Hallowed shadow stance +1 level of paladin or consecrated knight , armored stealth 9th +9 +6 +3 +3 - +1 level of paladin or consecrated knight 10th +10 +7 +3 +3 Guarding dark, dread conviction +1 level of paladin or consecrated knight Level Man. Known Man. Readied Stances Known 1st 1 0 0 2nd 0 0 0 3rd 1 1 0 4th 0 0 0 5th 1 0 1 6th 0 0 0 7th 1 0 0 8th 0 1 0 9th 1 0 0 10th 0 0 1 Weapon and armor proficiencies: Knights of the shadows are proficient with all simple and martial weapons. They gain no additional armor proficiencies. Spells per Day/Spells Known: When a new shadow knight level is gained, the character gains new spells per day as if he or she had also gained a level in core paladin or consecrated knight. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that he or she adds the level of shadow knight to his or her paladin or consecrated knight level, then determines spells per day and caster level accordingly. For a consecrated knight, spellcasting is gained when the character’s combined consecrated knight levels and shadow knight levels equal nine or more. Maneuvers: (Ex) or (Su) At 1st, 3rd, 5th, 7th and 9th levels, a knight of the shadows gains new maneuvers known from the Devoted Spirit, Diamond Mind or Shadow Hand disciplines. You must meet a maneuver's prerequisite to learn it. You add your full shadow knight levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd and 8th level you gain an additional maneuvers readied. Lay on Hands: (Su) As a paladin. What Evil Lurks in the Hearts of Men: (Su) At first level, a shadow knight can sense evil intent in others at will. This is a full round action and involves some sort of ritual decided upon by the knight. The shadow knight can discern the extent of their suspect's intended evil from -1 (neutral with evil tendencies) to -5 (pure evil, whether Neutral Evil or not) and whether or not they have recently committed an evil act and its magnitude. Smite Evil: (Su) As a paladin. Blessed Darkness Stance: (Su) At 4th level you gain the holy power of the blessed darkness stance. You may lose the benefits of any stance you are currently in to gain the benefits of this one. While in this stance you invoke a holy shadow to surround you, your allies and your charges but still allow the innocent to still see unobstructed and actually benefit. This functions as a deeper darkness spell as if cast by a sorcerer of the knight's initiator level. Any non-Evil creature of the initiator's choice can see and function normally and receives the benefits of a bless, as if cast by a cleric equal to knight's initiator level. This is effect is retained as long as the initiator can maintain the stance. Insightful Smite: (Su) At 5th level you have gained knowledge and control of the Diamond Mind school to such a point that you can combine your righteous fury with cunning and insightful attacks. In game terms you may add your Smite Evil damage to damage from Insightful Strike and Greater Insightful Strike. Hallowed Shadow Stance: (Su) At 8th level and above, a shadow knight may lose the benefit of a current stance to bring about a great benevolent darkness to surround himself or herself and others. This functions as Blessed Darkness combined with holy aura. This stance can also be used to subvert darkness effects cast by Evilly aligned spellcaster. Example: George Fredrickson and his allies are battling a vile Cardinal of Asmodeus. During the fight the Cardinal casts damning darkness on George and his companions. Instead of allowing himself and his friends to die, George sacrifices a current stance. In doing so, he converts the damning darkness into a sacred darkness, choosing either to heal those of Good alignment or harm those of Evil alignment. This is effect is retained as long as the initiator can maintain the stance. Armored Stealth: (Ex) At 8th level you becomes quite skilled at avoiding detection, even if encumbered by even the heaviest of armors. You reduce your armor check penalty for Hide and Move Silently checks equal to half your shadow knight level. The Guarding Dark: (Su) At 10th level a shadow knight may shrug off mental domination or fiendish possession by force of will and determination. As part of a full round action you make a Concentration check verses the enemy's caster level. If you succeed, the possessor is expelled or mental domination effect ends. Non-spellcasting fiends use their Spell-like Ability caster level instead. This only effects mental effects targeting the initiator. Dread Conviction: (Su) At this point nothing can stop a shadow knight from carrying out their task at hand, not even death its self. This means that the knight can delay the effects of death magic, paralysis or petrifaction until the knight has completed some short term task through sheer willpower and divine or cosmic gifts. Suitable tasks include holding off an angry mob to allow your friends or other innocents escape. Tracking down and killing a murderer or capturing and taking him or her into custody is also an acceptable use of this power. The shadow knight must know and use the Immortal Fortitude stance to initiate this power. In addition, the shadow knight doesn't benefit from any form of healing while in this state, which lasts for 1 round per sjadow knight level. If the shadow knight retreats or prematurely ends his or her task he or she becomes exhausted and suffers any and all harmful effects delayed with in one round. Using Dread Conviction causes the shadow knight 1 point of Constitution damage. Code of conduct: See paladin or consecrated knight, but may use poison to incapcitate. Ex-shadow knights: See paladin or consecrated knight. Falling causes loss of all class abilities other than maneuvers and Armored Stealth. |
| dman1123501-25-08, 07:15 PM | try code instead of table. It'll get you better results. Dread Conviction: no. It's too open ended and too powerful. Just the mob example: fail against wierd, and are alive for another 5 minutes of fighting until the rest of everyone is gone? But the mob still exists, so would you only die after they are gone? It needs 1: not to be based off circumstances, and 2: to give up something in return, and not be a x/day thing. Look at the knight ability for inspiration. Armored Stealth: flavor=good, execution=bad. For any effect based off of level, the earlier you get it, the better. Try putting something this weak at level 1. And have it be reduced by class level, minimum 0. The Guarding Dark: too open ended. Does it apply to only you, or anyone who is possessed? If it's anyone, it's just too powerful, as concentration checks are much easier to beat than CL checks. In fact, you shouldn't even have to roll. CL usually stays within 2 of the CR of a creature, and max ranks puts you at your level +3, so that's automake right there. The spellcasting is executed in a poor manner, you shouldn't have two different progressions based on other possible entry classes. Just do +1 at 2,3,4,6,7,8,9 and call it good. Or even full spell casting, since the paladin list is far from extraordinary. +1 of existing divine class. More later, I have a cat who needs attention. |
| Devil Gnasher01-25-08, 08:32 PM | try code instead of table. It'll get you better results. Dread Conviction: no. It's too open ended and too powerful. Just the mob example: fail against wierd, and are alive for another 5 minutes of fighting until the rest of everyone is gone? But the mob still exists, so would you only die after they are gone? It needs 1: not to be based off circumstances, and 2: to give up something in return, and not be a x/day thing. Look at the knight ability for inspiration. You would die after your friends have left and while you're still fighting off the mob or army. |
| Devil Gnasher01-25-08, 09:38 PM | Sample shadow knight Tierra Morales Ortega (CR 16) Blade Scholar 5/ Paladin (Consecrated Knight) 5/ Shadow Knight 6 LG Medium Humanoid (Human) Init: +3 (+3 Dex); Senses: Listen +7, Spot +7, Search +7 Aura: Strong Good; Languages: Hemero [Spanish] (Him-airoh), Corquian [goblin: English] (Korkwian), Waener [halfling: Belgian], Kärnfolket [dwarven: Germanic] and Saorise [high elven: Gaelic] (SER-sha). Height: 5' 2" Weight: 132 lbs. ________________________________________ _____________________ AC: 27, touch 22, flat-footed 23 (+5 Armor, +4 Dex, +6 Int, +3 Deflection) Armor Check Penalty: -1 hp: 114 (5d8 (blade scholar) + 5d10 (paladin) + 6d8 (shadow knight) + 16 Con) Wound Threshold: 24 Immune: fear, disease Resist: none Weakness: none Fort: +12, Ref: +13, Will: +16 ________________________________________ _____________________ Speed: 30 ft. (6 squares) Melee: Lunia’s Razor, +14/+9/+4 melee (1d8+6+2d6 (holy), speed, wounding, ghost touch, 1 point of Constitution / 12-20 x2) or Moon Blade, +14/+9/+4 (+16/+11/+6 against Evil creatures) (1d10+2(+against Evil creatures) x2 damage to undead and other Negative Energy based creatures / 19-20 x2, 19-20 x3 to undead and other Negative Energy based creatures) and Vindicator*, +10/+5/+0 melee (1d6+4, twice base damage to objects, returning / 19-20 x2) Ranged: Vindicator +17 ranged (1d6+6 / 19-20 x2) Space: 5 ft.; Reach 5 ft. Base Attack: +12; Grapple +14 Attack Options: Smite Evil +11 3/day, Maneuvers and Avenging Strike Special Actions: Turn Undead 7/day Combat Gear: Lunia’s Razor, Vindicator and Shadeguard ________________________________________ _____________________ Maneuvers and Stances Known: (IL 13th): Book one; Diamond Mind: 1st (Strikes) Sapphire Nightmare Blade (Counters) Moment of Perfect Mind (Stances) Stance of Clarity; 2nd (Strikes) Emerald Razor (Counters) Action Before Thought; 3rd (Strikes) Insightful Strike (Counters) Mind over Body (Stances) Pearl of Black Doubt; 4th (Strikes) Bounding Assault, Mind Strike, Ruby Nightmare Blade; 5th (Strikes) Disrupting Blow (Counters) Rapid Counter (Stances) Hearing the Air; 6th (Strikes) Greater Insightful Strike (Boosts) Moment of Alacrity; 7th (Strikes) Avalanche of Blades (Boosts) Quicksilver Motion pages used 88/100. Book two; Shadow Hand: 1st (Strikes) Clinging Shadow Strike, Shadow Blade Technique (Stances) Child of Shadow; 2nd (Strikes) Drain Vitality (Boosts) Cloak of Deception (Teleportation) Shadow Jaunt; 3rd (Strikes) Shadow Garrote, Strength Draining Strike (Stances) Assassin’s Stance, Dance of the Spider; 4th (Strikes) Hand of Death, Obscuring Shadow; 5th (Strikes) Bloodletting Strike, Stalker in the Night (Teleportation) Shadow Stride (Stances) Step of the Dancing Moth; 6th (Strikes) Shadow Noose, Ghost Blade; 7th (Strikes) Death in the Dark (Teleportation) Shadow Blink pages used 80/100. Book three; Devoted Spirit: 1st (Strikes) Crusader’s Strike, Vanguard Strike (Stances) Iron Guard’s Glare, Martial Spirit; 2nd (Strikes) Foehammer (Counters) Shield Block; 3rd (Strikes) Revitalizing Strike (Boosts) Defensive Rebuke (Stances) Thicket of Blades; 4th (Strikes) Divine Surge, Entangling Blade; 5th (Strikes) Daunting Strike, Law Bearer, Radiant Charge; 6th (Strikes) Rallying Strike (Stances) Aura of Perfect Order, Aura of Triumph; 7th (Strikes) Castigating Strike (Counters) Shield Counter pages used 75/100. Book four; Stone Dragon: 1st (Strikes) Stone Bones, Charging Minotaur (Stances) ; 2nd (Strikes) Mountain Hammer, Stone Vise; 3rd (Strikes) Stone Dragon’s Fury, Bonecrusher (Stances) Crushing Weight of the Mountain, Roots of the Mountain; 4th (Strikes) Bonesplitting Strike, Overwhelming Mountain Strike (Boosts) Boulder Roll; 5th (Strikes) Elder Mountain Hammer, Mountain Avalanche (Stances) Giant’s Stance; 6th (Strikes) Iron Bones, Irresistible Mountain Strike, Crushing Vise; 7th (Strikes) Ancient Mountain Hammer, Colossus Strike pages used 79/100. Book five; Setting Sun: 1st (Strikes) Mighty Throw (Counters) Counter Charge (Stances) Step of the Wind; 2nd (Strikes) Clever Positioning (Boosts), (Counters) Baffling Defense, (Stances) ; 3rd (Strikes), (Boosts), (Counters) , (Stances) ; 4th (Strikes), (Boosts), (Counters), (Stances); 5th (Strikes), (Boosts), (Counters), (Stances); 6th (Strikes), (Boosts), (Counters), (Stances); 7th (Strikes), (Boosts), (Counters), (Stances) pages used 8/100 Book six; Iron Heart: 1st (Strikes) Steel Wind, Steely Strike (Stances) Punishing Stance; 2nd (Strikes) Disarming Strike (Counters) Wall of Blades; 3rd (Strikes) Exorcism of Steel (Boosts) Iron Heart Surge (Stances) Absolute Steel; 4th (Strikes) Mithral Tornado (Counters) Lightning Recovery; 5th (Strikes) Dazing Strike (Counters) Iron Heart Focus (Stances) Dancing Blade Form; 6th (Boosts) Iron Heart Endurance, (Counters) Manticore Parry (Stances); 7th (Strikes) Finishing Move (Boosts) Scything Blade (Counters) pages used 77/100. Disciplines: Devoted Spirit, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon and Iron Heart Readied Maneuvers: Tierra bases her readied maneuvers off of advance intelligence and experience. Against golems and other creatures weak against bludgeoning damage she prefers Setting Sun and Stone Dragon maneuvers. When about to face fiends she often times readies her Devoted Spirit maneuvers. That said, Tierra always keeps at least one Shadow Hand and one Diamond Mind maneuver readied. Readied Maneuvers: Tierra usually has Assassin's Stance and Aura of Triumph readied plus one other stance. Consecrated knight spells per day; 4/3/2 Typical spells: 0- light, cure minor wounds, purify food and drink, guidance 1st- deathwatch (no Evil descriptor), remove fear, calm emotions 2nd- shield other, align weapon or undetectable alignment ________________________________________ _____________________ Abilities: Str 14, Dex 16, Con 12, Int 23 (18 base, +2 levels, +3 inheirent), Wis 18 (14 base, +1 levels, +3 inheirent), Cha 18 (17, +1 levels) SQ: Aura of Good, Detect Evil, Divine Grace, Lay on Hands, Aura of Courage, Divine Health, Turn Undead, Defense for the Repentant, Holy Mount, What Evil Lurks in the Hearts of Men, Blessed Darkness Stance, Insightful Smite Feats: Academic Blade Scholar (racial bonus), Scribe Martial Script (class bonus), Avenging Strike (1st level), Blind-Fight (3rd level), Two-Weapon Fighting (class bonus), Endurance (6th level), Diehard (9th level), Advanced Weapon Proficiency: Rapier (12th level), Improved Recovery (15th level) Skills: Knowledge (Religion): rank 14 (bonus +20), Knowledge (Local): rank 16 (bonus +22), Knowledge (Nobility and Royalty): rank 14 (bonus +20), Knowledge (History): rank 11 (bonus +21), Knowledge (Geography): rank 12 (bonus +18), Knowledge (Architecture and Engineering): rank 14 (bonus +20), Knowledge (Tactics): rank 16 (bonus +22), Knowledge (Chemistry): rank 14 (bonus +20), Knowledge (Psychology): rank 6 (bonus +12), Martial Lore: rank 19 (bonus +25), Craft (Alchemy): rank 14 (bonus +20), Craft (Weaponsmithing): rank 11 (bonus +16), Craft (Technical Drawing): rank 3 (bonus +9), Search: rank 2 (bonus +8), Concentration: rank 14 (bonus +15), Intimidate: rank 8 (bonus +12), Diplomacy: rank 13 (bonus +16), Perform (Stringed Instruments): rank 5 (bonus +9), Hide: rank 9 (bonus +12, +17 with cloak of the bat), Move Silently: rank 10 (bonus +13), Ride: rank 5 (bonus +8), Heal: rank 8 (bonus +12), Listen: rank 5 (bonus +9), Spot: rank 5 (bonus +9) Possessions: Lunia’s Razor, Vindicator, Shadeguard, grapnel gun and other possessions (see below) ________________________________________ ____________________ Aura of Good (Ex): The power of Tierra’s aura of good (see the detect good spell) is equal to her consecrated knight level. Detect Evil (Sp): At will, Tierra can use detect evil, as the spell, except for some differences. First this takes the form of a full round action and involves some sort of ritual decided upon by Tierra. Unlike the spell Tierra’s Detect Evil can discern the extent of their suspect's evil from -1 (neutral with evil tendencies) to -5 (pure evil, whether Neutral Evil or not) and whether or not they have recently committed an evil act and its magnitude. The Consecrated Knight: Detect Evil Degree Source Sensation -1 Neutral with Evil tendencies Bullies, some pick pockets, Itching finger tips. Bernard Black and common con men. -2 Evil with Neutral tendencies Muggers and loan sharks. Tiny pinpricks though out fingers. -3 Evil Brigands, thugs, murderers, Sharp and short-lived pain in the arms. most non-comsic fiends, most Dukes of Hell, Edmund Blackadder and Belkar. -4 Vile War criminals, Jonathan Short but sharp Teatime and most archfiends. throbbing pain in all extremities. -5 Pure Evil The most demented war Brief but agonizing full body pain. mongering genocidal tyrants, Carcer, Findthee Swing, the Auditors of Reality and all remaining archfiends. Smite Evil (Su): Three times per day, Tierra may attempt to smite evil with one normal melee attack. She adds her Charisma bonus of +4 to her attack roll and deals 11 extra points of damage. If she accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. If the target was Neutral with Evil tendencies and threatened another sentient creature the smite bonus is inflicted as non-lethal damage. If she makes a successful smite use against a target of Vile or worse status the additional damage is 16 instead. Divine Grace (Su): Tierra has a +4 bonus due to her Charisma bonus on all saving throws. Lay on Hands (Su): As a paladin, Tierra can heal wounds (her own or those of others) by touch. Each day she can heal of hit points 44 of damage. She may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, Tierra can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Tierra decides how many of her daily allotment of points to use as damage after successfully touching an undead creature. Aura of Courage (Su): Tierra is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while Tierra is conscious, but not if she is unconscious or dead. Divine Health (Ex): Tierra has immunity to all diseases, including supernatural and magical diseases. Turn Undead (Su): Tierra has the supernatural ability to turn undead. She may use this ability seven times per day. She turns undead as a 2nd level cleric would. Defense for the Repentant (Su): Any evil doer who willingly surrenders to Tierra, and truly repents of his or her evil acts is now subject to Tierra’s divine grace as if he or she was a consecrated knight. Tierra also automatically knows when her ward is in danger. However, by the same token she is responsible for her ward's safety. This means that if Tierra allows any harm to befall this person she would lose all consecrated knight powers until she atoned. The protective bond is broken if her ward commits any evil acts under your care or has been moved to safety. Holy Mount (Sp): Young Tierra may quest for a highly intelligent animal to serve as a mount. Typically this is a warhorse but other animals are allowed. While the word “quest” is used, a Tierra may simply meet his bonded mount on the way to greater quest or any other memorable event. Any such mount must have hit dice or Challenge Rating (DM's choice) equal to or less than that of her own. Appropriate mounts would include awakened animals such as horses, wolves, bears or rhinoceros. This is in addition to such creatures as pegasi, unicorns (with the proper feats), griffons, some dragons (see unicorns) and flumphs. Should Tierra’s mount die, she must wait for one whole year to obtain a new mount. If her mount was killed due to incompetence, neglect or cowardice on Tierra’s part, she must wait for ten years instead. If said mount dies because of abuse or deliberate neglect on the Tierra’s part, she can not receive a new mount, ever. In fact this may even cause irrevocable loss of consecrated knight status. Maneuvers Readied: Tierra can ready five of her maneuvers known. She readies her maneuvers by studying her combat manual for at least 20 minutes. The maneuvers Tierra choose remain readied until she decides to study her manual again and change them. Tierra need not sleep or rest for any long period of time to ready your maneuvers; any time she spends 20 minutes in study, you can change she readied maneuvers. She begins all encounter with all her readied maneuvers unexpended, regardless of how many times Tierra might have already used them since she chose them. When Tierra initiates a maneuver, she expend it for the current encounter, so each of her readied maneuvers can only be used once per encounter (unless she recovers them, as described below). Tierra can recover an expended maneuver by using a full-round action to quickly focus her concentration. Doing this does not provoke attacks of opportunity. If Tierra completes her meditation, she can choose one expended maneuver to refresh. It is now available for use in a subsequent round. Stances: Unlike any other martial adept, Tierra must ready her stances in advance. She can ready three stances. She readies her stances at the same time she readies her other maneuvers, but unlike maneuvers, stances are not expended when she initiates them. All the stances that Tierra has readied are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Combat Manual: She must study her combat manual for at least 20 minutes to ready her maneuvers. She cannot ready any maneuver not recorded in her manual. Scribe Martial Script: Tierra has Scribe Martial Script as a bonus feat. AC Bonus: Tierra adds her Intelligence modifier of +6 as a bonus to Armor Class, so long as she wears light or no armor, is unencumbered, and does not use a shield. This bonus to AC applies even against touch attacks or when she is flat-footed. However, Tierra loses this bonus when she is immobilized or helpless. This bonus overlaps (does not stack with) the AC bonus granted by the swordsage class. Bonus Feat: Two-Weapon Fighting. What Evil Lurks in the Hearts of Men: (Su) Tierra can sense evil intent in others at will. This is a full round action and involves some sort of ritual decided upon by the knight. Tierra can discern the extent of her suspect's intended evil from -1 (neutral with evil tendencies) to -5 (pure evil, whether Neutral Evil or not) and whether or not they have recently committed an evil act and its magnitude. Blessed Darkness Stance: (Su) Tierra has the holy power of the blessed darkness stance. She may lose the benefits of any stance she is currently in to gain the benefits of this one. While in this stance she invokes a holy shadow to surround herself, her allies and her charges, but still allows the innocent to see unobstructed and actually benefit. This functions as a deeper darkness spell as if cast by a 13th level sorcerer. Any non-Evil creature of Tierra’s choice can see and function normally and receives the benefits of a bless, as if cast by a 13th level cleric. This is effect is retained as long as Tierra maintains the stance. Insightful Smite: (Su) Tierra has gained knowledge and control of the Diamond Mind school to such a point that she can combine her righteous fury with cunning and insightful attacks. In game terms she may add her Smite Evil damage to damage from Insightful Strike and Greater Insightful Strike. Armor and weapons: Lunia’s Razor +4 holy, wounding, ghost touch rapier of speed Vindicator +2 defending, returning, sundering dagger Shadeguard +3 mithril breastplate of etherealness and moderate fortification Moon Blade +2 bastard sword. Wielded like a short sword, +4 against Evil creatures, damage times 2 to undead and Negative Energy based creatures, times 3 on a critical to the same creatures. Silvery light instead of golden. Grapnel gun: This r-shaped device uses a crossbow like mechanism to fire a 7 inch long metal bolt with a grappling hook on the end. It has a 10-inch long barrel, part of that sits a top the arm, and a 3-inch long handle with a custom pistol grip along with an arm brace. To use the wielder must pass a Use Device check with a DC 15 the first use. Then aim at the building or item (such as a lever or piece of armor) desired making a touch attack against it. The line of Tierra's grapnel gun is treated as having a Strength score of 22 for the purposes of dragging and lifting capacity. The metal bolt is attached to the rest of the gun with a 99-foot (30-meter) long thread of giant spider silk (provided to Tierra by one of her friends). The gun and bolt are made from adamantine. Tierra is currently working on a new prototype using compressed air. As the item's inventor, Tierra strongly cautions against using a grapnel gun as an actual weapon. Weight: 1 lbs. Length: Handle: 3 inches Barrel: 10 inches Arm brace: 3 inches Price: 3,450 gold pieces Cost to make: 1,150 gold pieces Other Possessions: alchemist’s lab (at home) flasks of acid (9) (inside bag of holding) alchemist fire (6) (inside bag of holding) antitoxin (60) (inside bag of holding) holy water (9) (inside bag of holding) smoke sticks (6) (inside bag of holding) sunrod (6) (inside bag of holding) tanglefoot bags (6) (inside bag of holding) military saddle (on horse) map case paper (25) pencil erasers (4) ink pen 16 ounces of ink signet rings (14, one for her self) spyglass grappling hook 50 feet of silk rope (1) remove paralysis (potion) (6) eagle’s splendor (potion) (6) bear’s endurance (potion) (6) barkskin +4 (potion) (6) protection from arrows 10/magic (potion) (6) heroism (potion) (6) remove blindness/deafness (potion) (6) type I bag of holding cloak of the bat elixir of hiding (6) elixir of sneaking (6) elixir of vision (6) elixir of truth (6) combat manuals (6) breastplate barding for her horse 21,500.9 gold left. Used mostly to outfit and equip her companions. Total weight: 51 1/2 lbs., 57 lbs. in bag of holding, 91 1/2 lbs. with Alchemist Lab. If used at lower levels: Tierra’s hit points by level should be: 1st; hp 9, 2nd; hp 17, 3rd; hp 26, 4th; hp 32, 5th; hp 38, 6th; hp 42, 7th; hp 51, 8th; hp 60, 9th; hp 71, 10th; hp 78, 11th; hp 85, 12th; hp 89, 13th; hp 95, 14th; hp 100, 15th; hp 109. Tierra’s wisdom score would rise to 15 at 4th level, her Intelligence would rise twice, once at eighth 8th and again at 12th level. At 16th level Tierra’s Charisma would be 18, barring magic. She gained Lunia’s Razor at 6th level and Vindicator at 10th level. Reduce or remove her other items as needed. Tierra also has a +3 inheirent bonus to Wisdom from a Tome of Understanding and a +3 inheirent bonus to Intelligence from a Tome of Clear Thought. The cost for both items are figured into Tierra's wealth. Tierra Morales Ortega Background: . Being the only daughter of the Conde de Costa Verde, Tierra was provided tutors in the arts, history, finances, and political sciences and at her insistence sword fighting and other forms of combat. Tierra was then instructed to maintain a journal for each stance and maneuver she was taught, which she does with great diligence to retain her skills. She was spurred by her piety her to become a paladin and later a shadow knight. Personality: Tierra is known for her compassion, mercy (unless really pushed), restraint and intellect. She’s also known for her skills in political and psychological manipulation as well as her tactical skills. Think of a 22 year-old combination Havelock Vetinari, Joan of Arc and Amélie, without the intense shyness or garden gnome. She also possesses the tactical skills of both Batman (Crazy Prepared) and Julius Caesar. In spite of her criticisms of the excesses of some of her fellow nobles, Tierra has few active enemies. This is mostly because few people are stupid enough or crazy enough to take her on. They value their lives and sanity too much. Enemies: About 10% (15 nobles) of her father’s court hates Tierra with a passion, but only 20% of them lack enough sanity to face her. Allies: The commoners and most merchants of Costa Verde, Tierra’s fifteen friends and closest companions, whom she trained very well, and 40% of her father’s court, 25% of whom are also these same close friends. |
| dman1123501-25-08, 10:59 PM | You would die after your friends have left and while you're still fighting off the mob or army. See? It's not clear at all what the circumstances are for continued life. It needs to also be a choice for the player or have a set amount of time. The two that come to mind are frenzied berserker and knight. Using inspiration from both of them could yield something similar to what you want, and avoid confusion and possible breaking and lawyering. Something like spending a maneuver to stay alive for a number of rounds equal to the maneuver level, and being able to use this 1/encounter. Or just 1/encounter or x/day (the first one is preferred: what will you base the x in x/day off of? Not class level, that's for sure) stay alive after being "killed" by a death effect for 5 rounds. I don't really like the staying alive after death effects though, the knight and FB both die from them. I'd make it damage. |
| Devil Gnasher01-25-08, 11:57 PM | See? It's not clear at all what the circumstances are for continued life. It needs to also be a choice for the player or have a set amount of time. The two that come to mind are frenzied berserker and knight. Using inspiration from both of them could yield something similar to what you want, and avoid confusion and possible breaking and lawyering. Something like spending a maneuver to stay alive for a number of rounds equal to the maneuver level, and being able to use this 1/encounter. Or just 1/encounter or x/day (the first one is preferred: what will you base the x in x/day off of? Not class level, that's for sure) stay alive after being "killed" by a death effect for 5 rounds. I don't really like the staying alive after death effects though, the knight and FB both die from them. I'd make it damage. Um, Immortal Stance allows you to stay alive after -10 hit points. I might copy some of the other ideas though. |
| dman1123501-26-08, 10:47 AM | I know that, that's why I said that death effects still kill them, and was referring to death from damage for their abilities. |