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Author Topic: DH's Shadow Classes for Pathfinder  (Read 37443 times)
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Doomed Hero
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« on: July 16, 2011, 01:55:06 AM »

My issues with the Legate class are as follows:

1) Legates are very diverse. Different Sects, different missions, even different view on the Order itself. That one class tries to do too many things, and doesn't have enough options to back up the diversity it's going for. In the end it just makes Legates seem a little generic mechanically.

2) Astiraxes. Not every Legate needs one. The Keepers of Obsidion, for example. Astirax are there to help Legates hunt Channelers. The Keepers spend most of their time interpreting texts and slitting the throats of children. They really don't want or need a demon-animal pet, but they definitely should have something else that's equally cool.

3) The class is front-loaded. After third level you're only in it for the spells and to slowly upgrade your Astirax. Any Legate that doesn't go for a prestige class is a very stupid Legate.

4) Just plain not scary enough. Really, I expect more. The flavor of the setting sets these guys up as the end all be all baddies, but the mechanics don't back it up. Almost every PC class has more going on for it, especially when switching to Pathfinder.

For these reasons I came up with the following solutions when I decided to rework the class:

1) More classes. Why not? A few of the Pathfinder classes are practically begging to be Legate-ized. Why would the Order of Shadow not diversify their training a little?

2) More abilities, chosen by the Legate. I call them Dark Blessings and I pulled from a lot of lore and a lot of other religious-themed classes.

3) Something neat just about every level. Prestige classing should now feel like an option, not the only smart choice.

4) Channel Energy. The way it works in Pathfinder is now much, much better and frankly, quite scary. The shadow priest raises their symbol and a burst of dark energy peels skin, seizes muscles, tears already open wounds, bleaches paint and withers plants all around them. It reminds me a lot of the description of the destruction of a Black Mirror, only much smaller. I like the tie in, so I made it a staple of my version of the Legate.

Note: Keep in mind that this is an NPC class and is a bit more powerful than PC classes, and it's balanced for Pathfinder. Anyone still playing wit the 3.5 rules might not want to use it unless they like their bad guys to be serious powerhouses.

Second Note: These classes make use of my Feat Based divine casting system, which is found here. If you don't want to use that system just go back to the normal casting progression for the classes and take out the relevant granted feats.
« Last Edit: July 16, 2011, 02:41:22 AM by Doomed Hero » Logged

Jack Chick, Abdul Alhazred, and Aleister Crowley walk into a bar...
Doomed Hero
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« Reply #1 on: July 16, 2011, 02:01:32 AM »

The Legate

Legates have the following game statistics.

Abilities: Wisdom determines how powerful a spell a legate can cast, how many spells the legate can cast per day, and how hard those spells are to resist. To cast a spell, a legate must have a Wisdom score of 10 + the spell’s level. A legate gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a legate’s spell is 10 + the spell’s level + the legate’s Wisdom modifier. Constitution and Charisma are also both very important to a legate, allowing him to survive long battles against powerful foes and to better command undead to aid him in his tasks.

Alignment: Since Izrador is neutral evil, a legate must be either chaotic evil, lawful evil, or neutral evil. On rare occasions, Izrador will allow a neutral or lawful neutral legate to live, but only if his service is beyond all others.

Hit Die:d8.

Starting Possession:6d4x10 vp.

Class Skills
The legate’s class skills (and the key ability for each
skill) are Craft (Int), Diplomacy (Cha),
Handle Animal (Cha), Heal (Wis), Intimidate (Cha),
Knowledge (arcana) (Int), Knowledge (Shadow) (Int),
Knowledge (Spirits), Profession (Wis), Sense Motive (wis), Linguistics (int), and Spellcraft (Int).

Skill Points Per Level: 4 + Int modifier.

Class Features:
All the following are class features of the legate.

Weapon and Armor Proficiency: Legates are profi-
cient with all simple weapons. Legates are proficient with all
types of armor (light, medium, and heavy) and with shields,
but not with tower shields.


Base Attack Bonus: As Cleric

Fortitude Save: Good

Reflex Save: Poor

Will Save: Good

Abilities by Level:

1) Aura, Prayer, Shadow Initiate, Shadow Acolyte, Temple Dependancy, Spontaneous Casting, Channel Energy 1d6
2) Shadow Devotee, Command Undead
3) Dark Blessing, Channel Energy 2d6
4) Shadow Devotee
5) Higher Calling, Channel Energy 3d6
6) Dark Blessing
7) Channel Energy 4d6
8) Higher Calling
9) Dark Blessing, Channel Energy 5d6
10) Stigmata
11) Higher Calling, Channel Energy 6d6
12) Dark Blessing
13) Channel Energy 7d6
14) Higher Calling
15) Dark Blessing, Channel Energy 8d6
16) Deep Reflection
17) Higher Calling, Channel Energy 9d6
18) Dark Blessing
19) Mirror Soul, Channel Energy 10d6
20) Chosen of the Dark God

Aura: A Legate has a particularly powerful aura of Evil. (see the detect evil spell for details).

Prayer: A Legate focuses on their connection to Izrador above all else. As such, he may master spells more quickly than a mere dabbler. Usually, a character may only know or cast spells of a level equal to or less than one-half his character level (rounded down). A character with more Legate levels than levels in other classes adds +1 to his character level for this purpose.

Shadow Initiate: At first level a Legate gains the Shadow Initiate feat.

Shadow Acolyte: At first level a Legate gains the Shadow Acolyte feat.

Temple Dependency: Legates cannot simply pray for spells anywhere on Aryth and hope to receive them. Just as their dark god is bound to the physical world, so are they bound to his temples. In order to maintain his connection to Izrador, a legate must participate in the ritual sacrifices at a zordrafin corith on a regular basis. In order to receive his spells each day, the legate must participate in a sacrifice once per year at a pale mirror. Access to higher level spells requires more frequent ritual participation at more powerful mirrors: legates who wish to receive spells of 4th level or higher must instead participate in a sacrifice once per season at a blood mirror, and those who wish to receive spells of 7th level and higher must instead participate in a sacrifice once per month at a grand mirror.

Spontaneous Casting: Legates can channel the negative energy of their prepared spells into inflict spells that they have not prepared. The legate can exchange any prepared spell for an inflict spell of the same level or lower. He may not, however, convert a domain spell into an inflict spell.

Shadow Devotee: At second and fourth level a Legate gains the Shadow Devotee feat.

Command Undead: At second level a Legate gains the Command Undead feat (as described in the Patchfinder core book).

Dark Blessing: By third level the Legate has both proven their devotion and undertaken such feats as to have garnered the blessing of their dark god. At third level, and each additional time this ability is gained, the Legate is granted one of the following abilities:

Astirax Companion: The Legate gains an Astirax Companion exactly as described in the Legate Class in the Midnight Core Rules. The Astirax improves as it normally would.

Aura of Despair: Enemies within 10 feet of the Legate take a –2 penalty on all saving throws. This penalty does not stack with the penalty from Aura of Dread. This ability functions only while the Legate is conscious, not if he is unconscious or dead.

Aura of Dread: This ability causes the Legate to radiate a palpable daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of a Legate with this ability. This ability functions only while the Legate remains conscious, not if he is unconscious or dead.

Dark Grace: Izrador smiles on the Legate. Upon gaining this ability the Legate may add their Charisma bonus to their saving throws.

Dark One's Cruelty: When this ability is gained the Legate gains the ability to apply ailments to their Channeled Energy. This ability is identical to the Cruelty ability granted to the Antipaladin (see the d20pfsrd) except that the ability effects all creatures dealt damage by the Legate's Channel Energy ability. Each time this ability is gained the Legate may gain one new effect that may be added to their Channel Energy ability.

Dark Shepherd: A legate with this ability may use their Command Undead ability on Evil humanoids who serve Izrador. Using this ability requires one minute and some kind of sermon or demonstration of power in addition to an expendature of their Channel Energy ability. When using this ability affected humanoids are treated as Zealots who serve the Legate, but they are not actually under the Legate's mental control.

Improved Astirax: The Legate gains one of the feats which augment their Astirax companion. This ability may be taken more than once. (See TOSII for Astirax Augmentation feats)

Master of Fiends: A Legate with this ability may use their Command Undead ability on Evil Outsiders.

Might of Izrador: The Legate gains a +2 Profane bonus to Strength. This ability may only be chosen once.

Plague Bringer: This ability makes a Legate a beacon of corruption and disease. The Legate does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects. In addition creatures that touch the Legate or that are struck by natural weapons or melee weapons wielded by the legate must make a Fortitude Save (DC 10 + 1/2 the legate's level + the Legate's Con modifier) or contract a disease. This saving throw replaces the disease's normal saving throw, but after contraction behaves in all ways as that disease. The disease may be random or decided by the GM. Legates with this ability do not suffer ill effects from the diseases they carry, but many still bear the physical signs and thus may have boils, lesions, sores, a severe cough, or other conditions.

Presence of Izrador: The Legate gains a +2 Profane bonus to Charisma. This ability may only be chosen once.

Shadow Sight: This ability grants the Legate the ability to see in the dark regardless of light levels. For a Legate with this ability light has no effect on their ability to see their surroundings. Their sight can still be blocked by fog, thick smoke, water, or other obstructions, but light is never a factor. A Legate with this ability can even see perfectly fine in magical darkness.

Smite Good: The legate gains the ability to Smite creatures of Good alignment once per day. This ability functions exactly like the Paladin ability of the same name. (See the d20pfsrd). This ability may be gained more than once, each time granting an additional use of this ability.

Touch of Corruption: The Legate gains the ability to surround his hand with a shadowy flame, causing terrible wounds to open on those they touch. Each day they can use this ability a number of times equal to 1/2 their Legate level + their Charisma modifier. As a touch attack, a Legate can cause 1d6 points of Negative Energy damage for every two Legate levels they possess. Using this ability is a standard action that does not provoke attacks of opportunity. This ability may also be used to direct one of the Legate's Channel Energy uses into a Touch Attack. Treat this as a normal use of the Channel Energy ability with only one target. Using this ability in this way uses up one of the Legate's Channel uses, but not one of the uses of this ability. A legate may Channel Energy in this way as long as they still have at least one use of this ability left.

Vile Channel: Any time a creature is dealt damage by a Legate with this ability's Channeled Energy, that creature must make an additional Fortitude save if they fail their Will save to resist the initial damage. If they fail this secondary save an amount of damage equal to the Legate's Class level is converted to Vile damage. (Vile damage is considered a Curse does not heal under normal circumstances. Vile damage is detailed in the Book of Vile Darkness by Wizards of the Coast)

Vitality of Izrador: The Legate gains a +2 Profane bonus to Constitution. This ability may only be chosen once.


Higher Calling: At fifth level a Legate chooses (or is chosen by) one of the sects of the Order of Shadow to devote themselves to. The Legate may choose from the following feats: Keeper of Obsidian, Sister of Tender Mercy, Soldier Legate, Witch Takers, Voice of Shadow, or Grey Hand. The feat must be qualified for normally. This ability may be "saved" until such time as the Legate qualifies. In such cases the Legate is considered to be being groomed for service in the chosen order and gains this ability as soon as the relevant prerequisites are met. Each additional time this ability is gained the Legate may choose one additional feat from their Sect.

Stigmata: At 10th level a Legate's connection to Izrador becomes so powerful that it begins to have a physical effect on their body. This can manifest as a particular wound that never heals, a symptom of a deadly disease such as labored breathing or bloody tears, or any other obvious malady. This condition is intended to be a challenge for those who bear it, though the Order claims that the Dark God never asks more than his servants can give. Upon gaining this ability the Legate chooses one attribute. Rolls derived from that attribute are made at a -2 penalty. In addition that attribute becomes a gateway through which the Legate may channel the Dark God's power. Instead of expending a spell slot when casting a spell the Legate may choose to take damage to the chosen attribute equal to the level of the spell. This allows the legate to retain the spell as if it had not been cast. When this ability is used the Stigmata becomes visibly worse. Damage taken in this way can only be healed by a ritual sacrifice at midnight of one hit dice per point of attribute damage worth of sentient creatures, or by participating in any sacrifice at a Black Mirror.

Deep Reflection: Years of rituals and contemplation around Black Mirrors give a Legate keen and often frightening insight into their own hearts and the hearts of others. No Legate of this strength serves under any kind of subterfuge or misguided understandings like so many acolytes do. They are wholly and firmly devoted to the cause of their God, so much so that the things that would have once troubled them are now barely worth the time to think about. Upon gaining this ability the Legate becomes immune to Fear and Fear effects and can no longer be Dazed, Staggered, Stunned or Confused.

Mirror Soul: Upon gaining this ability the Legate becomes so closely tied to the power of Izrador that they are able to store a reflection of themselves inside a Black Mirror. This is done at any Mirror during any sacrifice the Legate is taking part in. The sacrifice must involve the deaths of a number of Hit Dice of sentient creatures equal to the Legate's level and requires the Legate to take 1 point of Constitution damage (or Charisma if the legate is Undead) as they bleed into the mirror. Upon the ritual's completion the Legate gazes into the Mirror and gives a piece of themselves to the Mirror. Until the next full moon, if the Legate dies they are immediately returned to life inside the temple this ability was used in, stepping out of the Mirror's surface unharmed. This ability functions in all ways like the Clone spell save that it can be used normally by any creature who possesses it, including Undead and Outsiders, and the subject does not take the Negative Levels described in the spell description.

Chosen of the Dark God: Second only to the Night Kings themselves, the Legate has become one of the most powerful agents of Izrador to have ever existed. As is fitting to their status, the Legate becomes truly blessed by the Dark God. Upon gaining this ability the Legate gains Regeneration and Fast Healing equal to the amount of Spell Energy that can be drained by the closest Black Mirror. This regeneration is halted by intense light, such as sunlight or the Daylight spell. Light-based damage, such as Searing light, and Good aligned damage cannot be regenerated until the Legate is in an area of total darkness. This ability only functions when within the area of effect of a Black Mirror. In addition the legate gains the ability to cast Divine spells up to a level equal to the amount of Spell Energy that can be drained by the closest Black Mirror, at will.
« Last Edit: August 10, 2011, 08:54:52 PM by Doomed Hero » Logged
Doomed Hero
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« Reply #2 on: July 16, 2011, 02:21:40 AM »

The Inquisitor



Hit Dice: d8

Starting Possession:6d4x10 vp.

Class Skills:

The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str)
Skill Ranks per Level: 6 + Int modifier.

Class Features
The following are class features of the inquisitor.

Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the light and heavy crossbow, longbow, shortbow, net, lasso, bola, mancatcher and the longsword, the favored weapon of Izrador. She is also proficient with light armor, medium armor, and shields (except tower shields).

Base Attack Bonus: As Rogue
Fortitude Save: Good
Reflex Save: Poor
Will Save: Good

1) Shadow Initiate, Shadow Devotee, judgment 1/day, Heretic Lore, stern gaze
2) Cunning initiative, detect magic, track
3) Solo tactics, teamwork feat
4) Judgment 2/day, Divine Casting feat
5) Bane, discern lies
6) Teamwork feat
7) Judgment 3/day
8) Second judgment, Divine Casting feat
9) Teamwork feat
10) Judgment 4/day
11) Stalwart
12) Greater bane, teamwork feat, Divine Casting feat
13) Judgment 5/day
14) Exploit weakness
15) Teamwork feat
16) Judgment 6/day, third judgment, Divine Casting feat
17) Slayer
18) Teamwork feat
19) Judgment 7/day
20) True judgment, Divine Casting feat

Sharp Mind: Inquisitors learn to hone their deductive skills to a razor's edge. As such, they use Intelligence instead of Wisdom for all Wisdom based skills, and they use their Intelligence as their primary spellcasting attribute.

Shadow Initiate: All Inquisitors have gone through training as an Initiate of the Order of Shadow and have learned how to commune with Izrador to receive spells. At first level an Inquisitor gains the Shadow Initiate feat.

Shadow Devotee: At first level the Inquisitor gains the Shadow Devotee feat even though they do not meet the standard prerequisites.

Heretic Lore (Ex)The inquisitor adds 1/2 her level on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 Profane bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. This Judgement wreathes the Inquisitor's weapon in black fire.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. While active this Judgement causes blood left by wounds on the inquisitor's body to evaporate into black smoke as they heal.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 Profane bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. While active this Judgement causes the eyes of any holy symbol carried by the Inquisitor to glow a deep red.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 Profane bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. While active this Judgement causes wisps of black smoke to curl from the Inquisitor's skin, seeping through any clothing or armor worn creating a roiling aura of shadow around them.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 Profane bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. While active this Judgement causes the Inquisitor to gain a faint corona of shadow around their body that seems to form faint wings and horns.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. While active this causes the Inquisitor's skin to take on an ashen tone and causes their veins to blacken beneath the surface.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Retribution: This judgment spurs the inquisitor to seek retribution, granting a +1 Profane bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. While active this Judgement causes any weapon wielded by the Inquisitor to glow with a dark red light along it's striking surface. This light can be nearly indiscernible, or glow as bright as a torch at the Inquisitor's discretion.

Smiting: This judgment causes the inquisitor’s weapons to count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness). While active this Judgement causes any weapon carried to become jet black and translucent like obsidian.


Divine Casting Feat:At 4th level, and every four levels thereafter Inquisitors gain a free Divine Casting feat, further strengthening their connection to Izrador.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Intelligence modifier on initiative checks, in addition to her Dexterity modifier.

Detect Magic (Sp): At will, an inquisitor can use Detect Magic.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Stalwart (Ex): At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

Greater Bane (Su): At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Exploit Weakness (Ex): At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.

Third Judgment (Ex): At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type.

Slayer (Ex): At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by this judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment.

True Judgment (Su): At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Intelligence modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.


« Last Edit: August 10, 2011, 09:10:16 PM by Doomed Hero » Logged
Luiniel Blades
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"Inch towards daylight"


« Reply #3 on: July 16, 2011, 08:01:59 PM »

As if having all the resources, man power, prestige, and Divine power from the only God on Aryth weren't enough...  

From the Legate of the year award nominee and author of Making Midnight Meaner parts 1 through 3, comes the exciting continuation Making Midnight Meaner part 4
Legates.  These aren't your daddy's evil Clerics.  Heroes and resistance members from across the land will cry out in dismay and curse the name Doomed Hero as their G.M. ramps up the already overwhelming odds stacked against them.  More classes, new options, enough raw power from a base class to cause even those gifted with a Heroic Path blanch and turn white.  Coming this summer.  Don't you want to be on the winning side? 
« Last Edit: July 17, 2011, 12:03:34 AM by Luiniel Blades » Logged

Currently reading: Brandon Sanderson's Mistborn series; The Hero of Ages.
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« Reply #4 on: July 17, 2011, 07:19:33 PM »

All I have to say, DH, is... AWESOME!!! And thank you!!! I was thinking of doing something similar for my campaign, but you've saved me a lot of work... and have probably done a better job than I would have. Looking forward to your other legate classes... are there going to be different classes for each order (e.g., Sisters of Tender Mercies, etc,)?

One other thing I was thinking about... what do you think of developing the various Shadow orders, resistance groups, and other organizations in a manner consistent with the PFRPG Faction Guide?

Looking forward to seeing what else you'll cobble together while I'm away on vacation!
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Doomed Hero
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« Reply #5 on: July 17, 2011, 11:59:19 PM »

If you check the Alternate Divine Casting System thread linked in the last paragraph of the first post, you'll see what I've done with the other Orders.

My basic premise was that Divine magic should be feat based so that Shadow priests could come from all walks of life (the same way arcane casters do) but that there should be a class that does it a little better (The Channeler for Arcane, the Legate for Divine)

The Higher Calling class ability grants bonus feats specifically for picking an Order, but those feats are open to anyone who meets the prereqs. You could have a Merciful Sister who was a Legate, or on that was a Inquisitor, or even one that was a Barbarian.

I don't plan on doing classes for the separate orders but I do plan on doing a few other Shadow classes. I plan on combining elements from the Witch and the Oracle to make a class for the Mother Wives and I plan on doing an adaptation of the Warlock to represent a much older, more destruction oriented less diverse kind of Legate.
« Last Edit: July 18, 2011, 12:25:40 AM by Doomed Hero » Logged
Luiniel Blades
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« Reply #6 on: July 18, 2011, 05:00:20 PM »

Any plans on starting a new thread, re-working other classes such as the Channeler to give those who stuck with it something more than just another spell-casting or tradition based feat at the end of the power tree?
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Doomed Hero
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« Reply #7 on: July 18, 2011, 06:23:22 PM »

Yes. It's in the works.

I'm turning the Binder the Orphic and the Witch into new traditions and expanding the role that traditions play in the Channeler's progression. I'm in the number crunching phase now.
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Gabboge
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« Reply #8 on: July 19, 2011, 07:45:14 AM »

I think the Charismatic path needs some sort of Prestige Class like the Wizzard and Druid are for there respective traditions.

But hey, it's not like we are paying you for your work so take your time.
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\"No Mr.Bond..... I expect you to die!\"  -Travis.
Doomed Hero
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« Reply #9 on: July 19, 2011, 10:21:30 AM »

Actually, I plan on making them obsolete. The big wizard and druid abilities will be choices the channeler can make with high-level tradition gift abilities. The Charismatic will have a couple high level options as well.
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DarkSister
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« Reply #10 on: July 20, 2011, 11:29:25 AM »

Holy mother of Cow! That is... beautiful ;_______;
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Doomed Hero
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« Reply #11 on: July 20, 2011, 11:51:52 AM »

Hey Sister, I've been wondering where you've been. Glad you're still around. Just wait until you see what I have in store for you. I need a little time to polish it up and finish the formatting, but it's coming.
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DarkSister
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« Reply #12 on: July 20, 2011, 12:21:35 PM »

Still here, yup. And excellent   twisted I can't wait.
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Doomed Hero
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« Reply #13 on: July 22, 2011, 06:49:50 PM »

Design notes: Let's face it, Warlocks in their original incarnation were both a little overpowered and a little under-interesting. Anyone who's played one can tell you that you pretty much end up doing the same thing every single round. My goal for this rework was to give the Warlock more versatility and a lot more options for players while tailoring them more closely to the Midnight setting.

The first step in that direction was to give them a history within the setting. They're the descendants of the original priests of Izrador. As such they are very deeply tied to his primary powers. Just about everything they do is about shadows and darkness and finding and destroying magic. As such they are vulnerable to to light. They needed a weakness and that seemed like the obvious choice.


The Warlock

In the days of the First War the Order of Shadow was a very different organization. Izrador's methods had not yet evolved into the more subtle machinations that eventually earned him victory. In the days of yore the Order was a more blunt instrument more concerned with conquest than control. Izrador's own powers were weaker then and lacked the versatile nature that the Order has become used to. The Shadow's servants had not yet become legates. Instead they were a sect of dark priests comprised of close-knit circles of zealous cabalist Warlocks. They gained their powers through forbidden rites involving demons and many mortal sacrifices, and managed to make a deep and strong connection to their wounded god.
When the war came they stood behind the front lines raining black energies down on the alliance of men and fae, endless streams of profane power pouring from their hands. They were a powerful force, but not quite enough to win the war. By the end of the war the ranks of the Warlocks were severely depleted, but they had done enough. They had brought more and more worshipers to Izrador's fold and erected black mirrors to harness the energies of the world for Him. Izrador could now grant power through prayer alone and the rituals first performed by the Warlocks became obsolete and lost.
The taint in the blood was not so easily forgotten though, and still to this day there is occasionally when a child is born within the reach of a powerful enough Corith and the moon is black in the night sky, the dark spark of power within the child's blood is awakened, allowing them to channel the power of Izrador naturally and effortlessly. These children are sought by the Witch Hunters and taken north to be groomed as powerful weapons for the Order of Shadow.


Hit Die: d6.

Class Skills
The warlock’s class skills (and the key ability for each skill) are Bluff (cha), Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (shadow) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int).

Skill Points: 4 + Int modifier

Base Attack Bonus: as Channeler

Fort: Poor
Ref: Poor
Will: Good

1) Dark blast 1d6, Mirror Bound, Invocation (1 known), Least Invocations
2) Invocation (2 known)
3) Dark blast 2d6, Invocation (3 known)
4) Dark Heritage, Invocation (4 known)
5) Dark blast 3d6, Mirror Link
6) Invocation (5 known), Lesser Invocations
7) Dark blast 4d6, Invocation (6 known)
8) Invocation (7 known)
9) Dark blast 5d6, Invocation (8 known)
10) Dark Heritage
11) Dark blast 6d6, Invocation (9 known), Greater Invocations
12) Invocation (10 known)
13) Dark blast 7d6, Invocation (11 known)
14) Dark heritage, Invocation (12 known)
15) Dark blast 8d6, Mirror Blood
16) Invocation (13 known), Dark Invocations
17) Dark blast 9d6, Invocation (14 known)
18) Invocation (15 known)
19) Dark blast 10d6, Invocation (16 known)
20) Dark Apotheosis, Invocation (17 known)

 
Class Features
All of the following are class features of the warlock.

Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons. Warlocks are proficient with light armor, but not with shields.

Invocations: Warlocks can use any invocation they know at will. They are Divine spell-like abilities. The DC is 10 + equivalent spell level + Cha modifier. The chart lists the number of Invocations known as well as the power of the Invocations the Warlock can use. Any time a new Invocation is gained, any of the other Invocations the Warlock knows may be changed out for another Invocation of equal power.

Many invocations simply grant bonuses or ongoing effects. These abilities need only be activated when they are first gained and are permanent for as long as the Warlock possesses the ability.

Mirror Bound: Because their powers are fueled by their connection to Izrador, Warlocks need to periodically "recharge". They do not need to participate in ritual sacrifices as Legates do, but they do need to spend time within the area of effect of a Black Mirror. In order to use Lesser Invocations a Warlock needs to spend one full night within the area of effect of a Pale Mirror once a year. In order to use Greater Invocations a Warlock must spend one full night within the area of effect of a Blood Mirror once per season. In order to use Dark Invocations a Warlock must spend one full night within the area of effect of a Grand Mirror once a month.

Dark Blast: A warlock's deep connection to Izrador allows them to channel blasts of pure entropic energy. As a standard action, a Warlock can launch a ray with a 60 ft range as a ranged tough attack, dealing damage as listed in the chart. Damage dealt by this ability is untyped. A Dark Blast is the equivalent of a spell whose level is equal to one-half the warlock’s class level (round down); with a minimum spell level of 1st and a maximum of 9th when a warlock reaches 18th level or higher.
A Dark Blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to Dark Blast. A Dark Blast deals half damage to objects. Meta-magic feats cannot improve a warlock’s Dark Blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (dark blast) increases the DC for all saving throws (if any) associated with a warlock’s Dark Blast by 2.
A Dark Blast can be altered by Invocations with stacking effects. No Blast Invocations of the same type can be used but one of each of the three different types of Blast Invocations can be used together.

Dark Heritage: The rituals your ancestor's performed infused your bloodline with the essense of powerful demonic energies. How these energies manifest varies by individual. At 4th level, you may choose one of the following:
   •   Damage Reduction 3/cold iron.
   •   Energy Resistance 5 to two types: fire, cold, acid, electricity, sonic
   •   Fast Healing 1, usable up to 20 rounds per day, non-contiguous. This ability does not work in direct sunlight or in other areas of intense light such as a Daylight spell.

At 10th level, you may choose one of the following improvements, or another of the 5th level abilities.
   •   Your Damage Reduction improves to 5/cold iron and magic.
   •   Your Energy Resistance improves to 15, and two other energy forms increase to 5.
   •   Your Fast Healing improves to 2 per round. This ability does not work in direct sunlight or in other areas of intense light such as a Daylight spell.

At 15th level, you may choose an ability below, or one of the previous levels' abilities.
   •   Your Damage Reduction improves to 10/cold iron and good.
   •   You gain immunity to electricity and poison, and gain Energy Resistance 10 to acid, cold, and fire (overlapping any existing resistances).
   •   You gain immunity to fire and poison, and gain Energy Resistance 10 to acid and cold (overlapping any existing resistances).
   •   Your Fast Healing improves to 3 per round. You can also heal 1 point of ability damage per level per day. If reduced to -10 or fewer hit points, you do not die; instead, you automatically initiate your Fast Healing, if available, and continue to heal until you run out of rounds, or you rise above -1 hp and decide to deactivate the ability. This ability does not work in direct sunlight or in other areas of intense light such as a Daylight spell.

Mirror Link: While within the area of effect of a Black Mirror a Warlock's connection to Izrador vitalizes them. The amount of sleep they need in a given night is reduced by one hour for every point of Spell Energy that would be drained by a the Mirror. In addition, the Warlock's rate of natural healing is multiplied by the amount of Spell Energy that would be drained by the Mirror.

Mirror Blood: By 15th level the Warlock's connection to Izrador has strengthened to the point that they begin projecting an aura of magic suppression. This functions in many ways like a Black Mirror with it's area of effect centered on the Warlock. The effect has a radius of 100 feet and can choose to drain an amount of Spell Energy from any spell cast in it's range by 1d4 points. Once drained the Warlock holds the energy within themselves. They may hold an amount of stolen Spell Energy equal to their Charisma modifier. This energy may be spent to strengthen the Warlock, or it may be discharged into a mirror for a more long-lasting blessing. The warlock may spend one point of Spell Energy to add 1d6 to the damage of their Dark Blast, or to heal themselves 1d6 points of damage, or to allow normal use of their abilities in an area od sunlight or other bright light for one round. Spending Spell Energy in this way is a Swift action. If the Spell Energy is discharged directly into a Black Mirror the Warlock gains a +1 Profane bonus to Attacks, Saves, and Skill checks for each point of Spell Energy discharged, for one month. These bonuses are temporarily suppressed by direct sunlight or other bright light sources such as a Daylight spell.

Dark Apotheosis: At 20th level, you may choose to become a native Outsider. As an outsider, you gain Darkvision, do not need to eat or sleep, and are unaffected by spells and effects which specifically affect humanoids, such as charm person. However, you are affected by spells and effects which specifically affect outsiders, such as protection from (your alignment).
Should you be killed your spirit slips into the Spirit World and obeys all the rules detailed in the Midnight Core book that govern Bodiless spirits. You may attempt to possess any sentient humanoid and reshape thier body into a replica of your own, exactly as if you were a demon as described in that chapter.
If you are killed in an area of direct sunlight or other bright light, such as a Daylight spell, you do not become Bodiless. Instead your soul remains trapped in your corpse until the light has faded. If your soul remains trapped in your corpse for a number of consecutive days equal to your Charisma modifier you are destroyed.


Invocations:


Least Warlock Invocations

Baleful Utterance: Speak word of the Dark Speech and shatter objects as per the shatter spell.

Beguiling Influence: Gain a +6 bonus on Bluff, Diplomacy, and Intimidate checks.

Breathless: You need not breathe to survive. You cannot be suffocated or drowned and you become immune to inhaled poisons.

Dark One's Own Luck: Gain a luck bonus equal to your Charisma bonus on one type of save. This ability may only grant a bonus to one save at a time. This bonus can never exceed your class level.

Dark Whispers: Izrador whispers secrets to you. You gain a +6 bonus on all knowledge checks and are treated as if you had an extensive library for the purposes of researching mysteries (allowing you to take 20 on many knowledge checks). Researching by this method requires uninterrupted meditation for the full amount of time it would normally take to find the answer you seek.

Demon's Breath: You create a strong blast of wind (as the gust of wind spell, PH 238, except that the duration is instantaneous). Any creature within the effect takes fire damage equal to your Warlock level, regardless of whether it succeeds on the Fortitude save to avoid the gust.

Devil's Sight: See normally in darkness and magical darkness.

Eldritch Spear: (blast shape) Blast range increases to 250 feet.

Entropic Warding: You are effected by a permeant Entropic Shield. In addition you may choose to Pass Without a Trace (as the spell). This effect also masks your scent.

Frightful Blast: (blast effect) Target's struck by your Blast must make Will save or become shaken.

Hideous Blow: (blast shape) As a standard action you may make a Melee attack with any weapon or natural attack. If it hits it deals Blast damage and effects in addition to it's normal damage.

Leaps and Bounds: You gain a +6 prophane bonus on Acrobatics checks and you are always counted as having a running start when using Acrobatics for jumping.

Miasmic Cloud: You create a 10' radius cloud of mist centered on you that grants concealment to all creatures within it's area. Any creature other than you caught in the area must make a Fort save (DC 11+ your charisma modifier) or become fatigued.

Revealing Blast: (blast effect) Creatures that take damage from your Blast become wreathed in glowing energy as per Faerie Fire.

See the Unseen: Gain See Invisibility and Detect Magic.

Shadow Armor: You gain a Profane bonus to your AC equal to 1/2 your character level (rounded up). This effect is canceled in direct sunlight and other bright lights such as the Daylight spell.

Shadow Weapon: (blast shape) You may form a shadowy melee weapon of any type you choose. This weapon is treated in all ways as a normal weapon of that type except that it deals 1 point of bonus damage for each dice of damage your Blast normally deals and counts as a Cold Iron weapon for the purposes of bypassing damage reduction. In addition the weapon can deliver any blast effect that your Blast could normally carry.

Shrouding Breatht: Create fog cloud as the spell.

Sickening Blast: (blast effect) Target's struck by your Blast must make Fortitude save or become sickened.

Spiderwalk: Gain spider climb as the spell.

Summon Swarm: Use summon swarm as the spell.

Touch of Darkness: Use darkness as the spell upon touched objects.

Unerring Darkness: (blast shape) Your Blast becomes a bolt of shadow that seeks it's target. It automatically hits as per Magic Missile and deals damage equal to the number of dice your blast would normally deal.


Lesser Warlock Invocations

Beshadowed Blast: (blast effect) Target of your Blast must make Fortitude save (DC 14+ your charisma modifier) or become blinded for 1 round.

Brimstone Blast: (blast energy) Your Blast deals Fire damage instead of regular damage. Any creature struck must make a Reflex save (DC 10+ 1/2 your class level+ your charisma modifier) or catch fire, taking 1d6 fire damage per round. Extinguishing this fire requires a Full-Round action. A creature struck by multiple Brimstone Blasts do not take additional fire damage from catching fire. In addition, any ability you possess that deals Profane or Negative Energy damage you may choose to have it deal Fire damage instead.

Dark Flight: You sprout shadowy wings which grant you a fly speed equal to your land speed. Your wings provide Good maneuverability. These wings are permanent unless dispelled and are dismissible at will. These wings are dispelled by sunlight or the Daylight spell.

Dark Lightning: (blast energy) Your Blast deals Electricity damage instead of regular damage. Creatures struck must make a Fortitude save (DC 10+ 1/2 your class level+ your charisma modifier) or take 2 points of Strength damage. In addition, any ability you possess that deals Profane or Negative Energy damage you may choose to have it deal Electricity damage instead.

Dark One's Charm: As the Charm spell with the following changes. This ability may target any creature the warlock can perceive within 60 feet. This is a Language dependent effect. This ability may never charm more than one creature at a time. Targeting another creature with this ability causes previous targets to become uncharmed.

Dark Slumber: You may cast Sleep (as the spell) with the following changes. Creatures effected have terrible nightmares causing them to be Shaken for 1d4 rounds upon waking. Resisting this effect is more difficult than resisting the sleep spell. The DC is 14+ your charisma modifier.

Dark Volley: (blast shape) Your Blast becomes a series of smaller Blasts. You make a number of ranged touch attacks equal to the number of blast dice you have against that number of targets within range. Each attack that hits deals 1d6 damage and any essence applied to the blast has its full effect. If the essence requires a save, each attack that his a target forces a saving throw. Multiple failed saves do not allow effects to stack unless the rules state otherwise. Precision damage such as sneak attack only applies to the first target hit.

The Dead Walk: You may cast Animate Dead, as the spell, with the following changes. You may choose to create undead as normal without the use of the usual material component cost. If you do, the undead are always Maelgral Fell and only obey your commands for 1 minute before becoming free willed. Once they become free willed they are immune to any kind of control until the next sunrise.

Hellrime Blast: (blast energy) Your blast deals cold damage. Creatures struck must make a Fortitude save (DC 10+ 1/2 your class level+ your charisma modifier) or take 2 points of dex damage. In addition, any ability you possess that deals Profane or Negative Energy damage you may choose to have it deal Cold damage instead.

Hungry Darkness: You create an area of shadow (as the Darkness spell) that is filled with bats (As Bat Swarm) except the swarm fills every area occupied by the darkness and the bats deal Profane damage. The swarm is stationary. You are immune to the attacks of your own Hungry Darkness but you are still subject to the effects of illumination. It remains as long as you concentrate on it, plus two rounds afterward. If the swarm is destroyed, the darkness is dispelled. If the darkness is dispelled the swarm is destroyed.

Mask of Flesh: You make a touch attack against a living humanoid creature of your size, if you succeed your physical appearance (Including garb) changes to match theirs as Disguise Self. This effect is terrible to undergo. Any touched creature takes 1d6 Charisma damage as the top few layers of their face blister and peel off. This cannot reduce a creatures Charisma below 1. You may not target a creature with this ability more than once per 24 hours. This Invocation is permanent until dispelled, but is dispelled by any other ongoing Invocation.

Profane Curse: You may cast Bestow Curse upon a touched opponent.

Shadow Arc: (blast shape) Your Blast becomes an arc that can "jump" from the first target to others. A Shadow Arc can jump to one or more secondary targets within 30 feet of the first target, allowing you to make additional ranged touch attacks and deal damage to the secondary targets if you hit. You can “jump” the chain to one secondary target per five caster levels, so you can strike two additional targets at 10th level, three additional targets at 15th level, and four additional targets at 20th level. Each new target must be within 30 feet of the previous one, and you can’t target the same creature more than once with the eldritch chain. If you miss any target in the chain, the attack ends there.

Screaming Darkness: (blast energy) Your blast deals Sonic damage. Those struck must make a Fortitude save (DC 10+ 1/2 your class level+ your charisma modifier) or be Deafened for one round. In addition, any ability you possess that deals Profane or Negative Energy damage you may choose to have it deal Sonic damage instead. Obviously, this Invocation relies on sound and therefore makes most stealth impossible and is canceled if it begins in, or passes though a zone of Silence on it's way to the target.

Shadow Cloak: You gain a +6 bonus to Stealth and partial concealment. This effect is canceled by direct sunlight or other bright lights such as the Daylight spell.

Shadow Grasp: You target a 5' square of ground within 30 feet of you and create a patch of shadowy coils that attempt to grapple nearby creatures. The coils have a CMB equal to twice your level and count as a medium creature. The coils don't move from the square it appears in, but it can make one grapple attempt per round against any creature in its square or any adjacent square, provoking attacks of opportunity as normal. If the coils can target multiple creatures, the caster chooses one. If the caster is unable to choose a target, the coils attack a random creature within reach (possibly including the Warlock's allies). Each round that they successfully pin a target, the coils deal 1d6 points of Profane damage. This effect is dispelled by direct sunlight or the Daylight spell. The Coils are Incorporeal but count as having Ghost Touch (allowing them to effect physical creatures and objects) have an AC of 15 and 3 HP per level of the Warlock.

Shadow Stepper: You may walk on any surface without sinking or disturbing the ground. This allows you to walk on water, pass harmlessly over floor traps and ignore most difficult terrain. This ability does not work in ares of direct sunlight or other bright lights, such as the Daylight spell.

Shadow Trap: (blast shape) You may designate a 5' area of ground to store the energy of your Blast in. Any creature that enters that square triggers the stored Blast dealing damage and effects as normal. A Reflex save (DC 10+1/2 your class level+your charisma modifier) halves the damage. If any damage is taken any additional effects are figured normally. The Shadow Trap is permanent until discharged. You may only have a number of active Shadow Traps equal to your Charisma modifier. Multiple Shadow Traps may not occupy the same square. Shadow Traps are invisible but are easily seen with See Invisible or Detect Magic. Once detected a Shadow Trap may be harmlessly discharged by a Disable Device check (DC equal to the Save DC+10). Direct sunlight or bright light such as a Daylight spell automatically dispels a Shadow Trap.

Thief of Youth: Your touch ages others. You may make a touch attack that ages the target 1 year and reverses your age by the same amount. You gain 5 temporary Hit Points and heal 1 point of attribute damage per year stolen. Victims take 1d6 points of Starvation damage and 1 negative level per year stolen.

Vitrolic Blast: (blast energy) Your blast deals acid damage, and those struck take an extra 2d6 points of acid damage for 1 round per 5 class lvls. In addition, any ability you possess that deals Profane or Negative Energy damage you may choose to have it deal Acid damage instead.

Void Sense: You gain blindsense out to 30ft.

Walk Unseen: You can use Invisibility (self only).


Greater Warlock Invocations

Besieging Blast: (blast energy) Your blast deals bludgeoning damage, dealing normal damage to objects and ignoring hardness. Any Medium or smaller creature struck must make a reflex save (DC 16+ your charisma modifier) or be thrown 1d6 x 5ft and be knocked prone. If that creature would strike an object it takes 1d6 dmg per 10ft it has moved. This movement does not provoke attacks of opportunity.

Bewitching Blast: (blast effect) Creatures targeted by your Blast must make Will save (DC 16+ your Charisma modifier) or be confused for 1 round. This is a mind-influencing effect.

Black Tentacles: Shadowy tentacles erupt from the ground. This effect is identical to the Black Tentacles spell with the following changes- Each creature within the area of effect take 2d6 Negative Energy damage each round, regardless of if they are grappled. Direct sunlight or the Daylight spell dispels this effect.

Dark Eruption: (blast shape) Your Blast originates below your target, attacking and dealing damage as normal. Any creature that takes damage from your Blast must make a Reflex save (DC 16+your Charisma modifier) or be launched into the air a number of feet equal to the damage they take. This could put them at risk of additional damage from falling.

Dark Message: You send a message of 25 words or less to a familiar subject anywhere in Erdane, who may send back a 25 word response. The subject of this ability must make a Will save (DC 16+ your charisma modifier) or take 2 points of Wisdom damage. Creatures that take damage from this ability may not be targeted again for 24 hours.

Devour Magic: You may make a targeted Dispell Magic as a Touch Attack. You gain 5 temporary Hit Points for each level of spell dispelled by your touch. These temporary Hit Points fade after 1 minute and do not stack with other forms of temporary Hit Points. You may not use this ability on your own Invocations. If you use this ability on a Channeler you may choose to instead drain them of 1d6 Spell Energy, gaining temporary Hit Points as if the Spell Energy were Spell Levels. This is treated in all ways as an Astirax's Spell Energy draining attack.

Heavensplitter: (blast shape) Your Blast comes out of the sky. You toss a small bolt of shadow high into the heavens and a moment later it comes downward again as a terrible blast of darkness, striking normally but ignoring ground based cover and forcing any flying creature struck to make a Fly check (DC 10+ damage dealt) or be knocked downward up to 50 feet. This may cause additional falling damage. Creatures higher up than 50 feet get an additional saving throw every 50 feet to right themselves. Creatures struck while on the ground must instead make an Acrobatics check (same DC) or be knocked prone. Vertical distance is not counted when measuring the distance for this Invocation. For example, a bird 30 feet out and 50 feet up would only count as 30 feet away. This Invocation may only be done outdoors or when there is at least 100 feet of clearance to the ceiling.

Noxious Blast: (blast effect) Any creature struck by your blast must make a Fort save (DC 16+ your charisma modifier) or be Nauseated for 1 Minute.

Piercing Darkness: (blast energy) Your blast deals Piercing damage and becomes a Line, effecting all creatures along it's length up to it's maximum range. Instead of the normal Touch Attack, creatures in the area effect are allowed a Reflex save (DC 16+ your charisma modifier) to avoid the effect.

Profane Blast: (blast energy) Your blast deals Profane damage, making it not subject to Spell Resistance, and is treated as an Evil weapon for the purposes of bypassing damage reduction.

Shadow Body: In any area of dim lighting you gain total concealment. In addition you gain the ability to travel between connected shadows. Treat this ability as Shadow Jump (as the per the Shadowdancer class ability) with the following exceptions. This ability may be used as a Move action. The range is equal to your base movement rate. The shadows traveled through must be connected, meaning that you may not pass through solid objects or jump between shadows that are separated by light. Two shadows ten feet apart but connected by the shadow of a 50' rope that loops wide around between the two still only counts as a 10' jump.

Shadow Cone: (blast shape) All creatures in a 30’ Cone-shaped Burst take Eldritch Blast damage& effects.

Shadow Razor: (blast energy) Your Blast deals Slashing damage and causes any creature struck to make a Fortitude save (DC 16+ your charisma modifier) or take Bleed damage equal to your Charisma modifier every round until they are either magically healed or a DC 15 Heal check is made to stop the bleeding. Bleed damage does not stack.

Shadowy Swarm: You may cast Insect Plague with the following changes. Swarms created by this effect are actually flickering shadows. They deal negative energy damage instead of their regular damage. They are incorporeal but are treated as having the Ghost Touch property and count as Magic for the purposes of bypassing damage reduction. Direct sunlight or the Daylight spell dispels this effect.

Swarmcage: As the Shadow Grasp invocation except that the area the black coils are is also under the effect of the Hungry Darkness invocation.

Wall of Dark Fire: You create a Wall of Fire (as the spell) except that 1/2 the damage is Profane and the wall gives off no light.

Witchburn Blast: (blast effect) Creatures struck by your blast must make a Fort save (DC 16+ your charisma modifier) or lose 1d4 spell energy exactly as if they had been struck by an Astirax. In addition, for each point of spell energy they lose they take a -1 penalty to their AC, Attack rolls, Saves and Skill Checks for one round from the pain of the energy being burned out of their bodies.


Dark Warlock Invocations

Binding Blast: (blast effect) Your Blast leaves coils of shadow wrapping the target. Any creature struck by your Blast must make Will save (DC 18+ your charisma modifier) or be stunned for 1 round.

Break Heresy: You can produce a break enchantment effect (as the spell) with your touch. You can only attempt to affect any single magical effect—an ongoing spell, a permanent transformation, a magic item, or the like—once per 24-hour period. In addition, you can use this effect to counterspell another caster's spell (of 7th level or lower) as if casting greater dispel magic.

Dark Discorporation: You become a swarm of batlike shadows that can fill up to 8  connected squares, gaining the Incorporeal subtype and the Swarm subtype and gaining a 40' fly speed. You may pass through any opening a Diminutive creature could pass through. Creatures within your area may be targeted by a Swarm attack that deals 4d6 profane damage. This attack happens automatically at the end of your turn targeting opponents of your choice. Opponents who take damage from your Swarm attack must make a Fortitude save (DC 10+1/2 your level+your Cha modifier) or be Shaken for one round. If already shaken they become Frightened. If Frightened they become Panicked. While under the effects of Dark Discorporation your Strength is reduced to 1 but your Dexterity increases by 6. Spellcasting or using any ability requiring concentration requires a Concentration check (DC 20+ spell or ability level). While Dark Discorporation is active the Warlock does not have hands or a mouth, and so cannot use Invocations unless they are Stilled and Silent. This ability is dispelled by sunlight or the Daylight spell, forcing you back to your normal form.

Dark Foresight: You can use the Foersight spell with this invocation. If you are within 100 feet of the target and have line of sight to them you may communicate telepathically with them.

Dark Burst: (blast shape) All creatures designated by the invoker in a 20’ radius Burst round the invoker take the Eldritch Blast damage & effects.

Dark Harpoon: (blast shape) Creatures struck by your Blast become connected to you by an intangible cord of darkness of a length equal to their distance from you. Should they try to move farther away from you than that distance they must first make a Fortitude save (DC 18+ your charisma modifier). If they fail they abort their movement due to pain. If they succeed they take the damage as if they had just been struck by your blast. Creatures that succeed their saving throw become aware that they are about to take damage and may chose to abort or change their movement accordingly. If you move away from them the cord dissipates. If left alone this effect persists for a number of rounds equal to your Charisma modifier. The shadowy cord is Incorporeal but only has 1 hit point and can be severed by any slashing tool able to strike incorporeal objects. This effect is also dispelled by direct sunlight or any bright light such as a Daylight spell.

Energy Immunity: You gain immunity to acid, cold, electricity, fire, or sonic damage. This ability can only protect against one energy type at a time.

Shadow Form: You become Incorporeal but are treated as having the Ghost Touch property. This effect is dispelled by direct sunlight or other bright lights such as the Daylight spell. While in Shadow Form you heal as if you had rested a day, every hour.

Shadow Thief: (Blast Effect) Your blast deals Negative Energy damage. Creatures slain by your Blast rise as Shadows under your control the round after they die. These shadows cannot create spawn. These Shadows count against your normal number of Undead you can control as per Animate Dead. If a creature would put you over your Hit Dice limit it does not raise as a Shadow.

Utterdark Blast: (blast effect) Living creatures struck by your Blast must make a Fortitude save (DC 18 + your charisma modifier) or gain 2 negative levels. These negative levels fade after one hour.
« Last Edit: July 23, 2011, 11:41:02 AM by Doomed Hero » Logged
Doomed Hero
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« Reply #14 on: July 23, 2011, 12:53:36 PM »

Dark Sister, when you read this go ahead and give me a post in the character generation thread. We should start putting your character together so that she's ready to join the game as soon as the current fight is over.
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DarkSister
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« Reply #15 on: July 23, 2011, 09:16:39 PM »

Working on fine-tuning. Wanted to discuss background ideas with you, see if you had anything in particular you wanted me to incorporate before I nailed anything down.
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« Reply #16 on: July 23, 2011, 10:12:42 PM »

Are you still planning on going with Warlock? The first few levels and the skills have changed slightly in this incarnation of the class.
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DarkSister
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« Reply #17 on: July 23, 2011, 10:40:40 PM »

Yeah, I think so. I really like your class write-up's (especially the legate), but I think that I like the uniqueness that comes with being a warlock and I think it works well for the character concept I have (as long as you think it still works with her being a member of the Sisterhood). I did notice the changes of the first few levels, but didn't catch the skill differences. I'll take a look at those. I posted a 2nd version of Amirii on the Character Creation Thread.
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Doomed Hero
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« Reply #18 on: July 29, 2011, 03:45:38 PM »

Being that the Shadow Classes are basically dark reflections of the "normal" divine casting classes from D&D and other fantasy lore, I'm wondering if there's anything left to do.

The only things I can think of are the Paladin (an evil themed holy warrior would be pretty neat, but I'm not sure how well it fits. We already have the Soldier Legates. Should there be a class that fits that niche too?) and the Dark Channeler which I'm planning on doing as a Tradition when I rework the Channeler.

Are there any other archetypes or classes that would work well for the Shadow?
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« Reply #19 on: July 29, 2011, 05:17:19 PM »

The shadow could use some NPC classes. It would be interesting to see a shadow Adept.
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« Reply #20 on: August 04, 2011, 01:32:47 AM »

You should really make a shadow themed Oracle and Summoner...the summoner is what could make Astryxes more feared than even your legates DH.
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Doomed Hero
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« Reply #21 on: August 10, 2011, 09:11:32 PM »

I edited the Inquisitor to make them an Int based class instead of Wis based. That way the shadow has one class for each of the 3 mental stats. I also liked the idea of them as evil detectives, so it fit.
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Doomed Hero
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« Reply #22 on: August 10, 2011, 09:22:12 PM »

You should really make a shadow themed Oracle and Summoner...the summoner is what could make Astryxes more feared than even your legates DH.

I was talking about this today. I think the Adept is usable as-is, just with Legate spells.
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DarkSister
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« Reply #23 on: August 11, 2011, 09:42:07 AM »

You should really make a shadow themed Oracle...

Just my two coppers, but I think that your Warlock kind of fills the roll of the oracle here, DH. Just my take.
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Doomed Hero
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« Reply #24 on: August 11, 2011, 09:49:50 AM »

Just my two coppers, but I think that your Warlock kind of fills the roll of the oracle here, DH. Just my take.

I agree. And a few of the Legate abilities give them things similar to an Oracle's curse. I'm not sure I could make an Oracle that was fitting with the setting and mechanically different enough to be interesting.

I'm planning on adding some Oracle-like things to my rework of the Mother-Wives though.
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