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 Greater Shadowlord PC: Please P.E.A.C.H.
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Crossed Arrows
Acolyte

USA
13 Posts

Posted - 07 Jan 2011 :  05:07:08  Show Profile  Visit Crossed Arrows's Homepage Send Crossed Arrows a Private Message  Reply with Quote  Delete Topic
I altered the Telflammar Shadowlord prestige class for 3.5 with a few Pathfinder details. I made it a 10 level class and added several powers from 7th - 10th level.

If anyone would care to check it out and give me some feedback, I'd appreciate it. the class has several strong powers but they are limited by the inability to use them in bright light.


Greater Shadowlord

The Shadowmasters of Telflamm are one of Faerûn’s most notorious thieves’ guilds, a secret society every bit as grasping and ruthless as the Night Masks of Westgate or the Shadow Thieves of Amn. Under their subtle and cloaked rule, Thesk’s port city of Telflamm is a prime center of trade in both legal and illicit goods. Weilding unquestioned leadership over the Shadowmasters are the Telflammar Shadowlords, the secret captains of iniquity who demand unquestioned obedience from their numerous minions. Characters of other classes may hold important positions in the guild, but the shadowlords call the shots. However, alone among guild is the Shadow-walker, a unique Greater Shadowlord who holds dominion over all the wielders of this awesome shadow power.

Hit Die: d8.

The Greater Shadowlord is a unique prestige class available only to the Shadow-walker, who’s soul was fused with the impossible combination of infernal and abyssal power and wrapped in the stuff of shadows that composes his body.

Class Features:

CLASS SKILLS
The Greater shadowlord’s class skills (and the key ability for each skill) are: Appraise (Int), Balance (Dex), Bluff (Cha),
Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Stealth (Dex) Tumble (Dex), Use Magic Device(Cha), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

All the following are class features of the Greater shadowlord prestige class.

Weapon and Armor Proficiency: The Greater shadowlord gains no proficiency in any weapon or armor.

Spells Per Day/Spells Known: At each Greater shadowlord level, the character gains the ability to cast a small number of arcane spells. He gains arcane spells per day according to the Table and must choose his spells from the Greater shadowlord spell list, below. The shadowlord’s caster level is equal to his Greater shadowlord level. To cast a spell, the shadowlord must have an Intelligence score of at least 10 + the spell’s level. Greater shadowlord bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the shadowlord’s Intelligence modifier. When the shadowlord gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the shadowlord gets only bonus spells. The shadowlord prepares and casts spells just as a wizard does.


Death Attack (Ex): At 1st level, a Greater shadowlord gains the ability to make a death attack as the assassin ability.
If the shadowlord has levels in the assassin prestige class he may add his assassin and Greater shadowlord class levels together to calculate the save DC of his death attack.

Shadowsight (Ex): Gifted with a mystical connection to shadow and darkness, the shadowlord gains a superior form of darkvision with a 60-foot range. He can see through any form of normal or magical darkness without hindrance.

Shadow Jump (Su): A Greater shadowlord can travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow or darkness. The shadowlord can jump up to a total of 20 feet per class level per day in this way. This amount can be split up among many jumps, but each jump, no matter how small, counts as a 10-foot increment.

Shadow Blur (Su): At 3rd level, the Greater shadowlord gains an unusual defense—anytime he is not in daylight or the illuminated radius of a light source, the shadows cloak his every movement, conferring the benefits of a blur spell. The shadowlord can choose to activate or end this effect as a free action.

Shadow Walk (Sp): Once per day starting at 4th level, a Greater shadowlord may use shadow walk as a caster whose level is equal to his shadowlord class level. If he previously possessed the ability to use shadow walk as a spelllike ability, he gains a second daily use of that power.

Shadow Pounce (Ex): At 5th level, a Greater shadowlord learns how to attack swiftly from the shadows. Any time he uses an ability, spell, or effect with the teleportation descriptor (for example, his shadow jump ability), he may execute a full attack upon completion of the teleportation. The shadowlord must have line of sight on his intended target from his original location, and the spot to which he teleports must be a place from which he can launch a melee attack at the intended target with whatever weapon he has in hand at the beginning of his action.

Shadow Discorporation (Su): At 6th level, a Greater shadowlord learns how to use his mastery of shadows to cheat death. If the shadowlord is in shadow or darkness (anything but direct daylight or the illuminated radius of a light source), any damage that would reduce him to 0 hit points or below instead has a chance to discorporate him. The shadowlord attempts a Reflex save (DC 5 + damage dealt); if successful, he simply breaks apart into dozens of flitting shadows and vanishes, along with anything he is holding or carrying. At the next sunset, the shadowlord reappears at a spot of his choosing within one mile of the place where he was forced to discorporate. While discorporated, the shadowlord simply does not exist—he can do nothing, nor can any of his enemies do anything to him.

Shadowmind: At 7th level, if the shadowlord is in shadow or darkness (anything but direct daylight or the illuminated radius of a light source) he gains Telepathy out to a distance of 60 feet. With this power, he can communicate with any creature that can speak a language. Because of his insight into the mind of an opponent, the Greater Shadowlord’s threat critical threat range is doubled and he receives a deflection bonus to his armor class equal to his Intelligence modifier. However, because of the concentration required to maintain the metal contact in combat, the Shadowlord suffers a -1 penalty to his attack rolls. The opponent can resist with a will save equal to 15+ the shadowlords level +his Intellegence modifier. The shadowlord can attempt to reestablish the link after one full round. The critical range and Armor class bonuses are lost if the shadow-walker gains telepathic contact with a second individual.

Shadowhand: At 8th level the Shadowlord gains the ability to use Telekinesis at will as a caster who’s level is equal to his shadowlord level. The shadowlord must have uninterrupted shadow or darkness between him and the target of his spell. Direct daylight or the illuminated radius of a light source break the power of this ability.

Shadow-sire: At 9th level, the Greater Shadowlord controls the ritual of shadow-walking. He gains the ability to conifer the Shadow-walker template (see gp 70-71 in the Unapproachable East source book) into another humanoid. This cost the Shadowlord 250XP per character level of the humanoid he confers this template on-to. He suffers a -4 penalty to his constitution, is fatigued and cannot use any power connected to shadows until he can gains 8 hours of interrupted rest. Finally, he suffers an additional -2 penalty to attack rolls, damage rolls, saves and ability checks for 24 hours. Despite these penalties, the benefits of this ability conifer awesome abilities on the Shadowlord. Any Shadow-walker automatically fails and save to resist his telepathic connection. The Shadowlord receives a +1 bonus to his attack roll and to his armor class per every two level character levels the shadow-walker possesses. The Shadowlord can dispel any shadow based power from any shadow-walker within 60 feet. The shadowlord knows the exact location of any shadow-walker who uses a shadow-based power within 10 miles per class level the Greater Shadowlord has.

Finally, as a move equivalent action, the Shadowlord can establish a telepathic link with any shadow-walker within the mileage range. He can extent his telepathy power 60 feet in all directions from the mind of every Shadow-walker within the mileage range. If the Shadowlord maintains this contact for 3 rounds (a standard action) he can make a perception skill checks though his Shadow-walker surrogate with his Wisdom modifier. This gives the Shadowlord an unprecedented awareness of his surroundings.

Shadowform: At 10th Level, the Greater Shadowlord gains Fiendform as per the spell. As polymorph self except the Shadowlord may only take the form of an Assassin Devil (see page 114-115 of The Fiendish Codex II: Tyrants of the Nine Hells). The Shadowlord gain all the creature’s extraordinary, spell-like, and supernatural abilities. His type changes to “outsider,” and spells and effects that harm or ward evil outsiders affect you. Spells that would banish the Shadowlord to the nine hells end this spell and leaves him staggered for 1 round per caster level but does not send him to another plane. The Shadowlord may use this spell for 1 minute per Greater Shadowlord level per day. The shadowlord can dismiss his Devil form as a free action and reactivate the spell again as a standard action. This amount can be split up among many polymorphs, but each change, no matter how short, counts as a minutes use.

Greater SHADOWLORD SPELL LIST

Greater shadowlords choose their spells from the following list.

1st level—blindness/deafness, chill touch, darkness, darkvision, invisibility, knock, levitate, shadow mask (FRCS), shadow spray (FRCS). disguise self, detect poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike

2nd level—air walk, blacklight (FRCS), displacement, haste, improved invisibility, nondetection, vampiric touch. alter self, cat ’s grace, fox’s cunning, illusory script, pass without trace, spider climb, undetectable alignment.


3rd level—confusion, darkbolt (FRCS), detect scrying, dimension door, mass invisibility, mislead , deep slumber, deeper darkness, false life, magic circle against good, misdirection, glibness

4th Level: clairaudience/clairvoyance, freedom of movement, greater invisibility, locate creature, modify memory, poison.

Class Base Fort Ref Will
Level Attack Save Save Save Special

1st +0 +0 +1 +0 Death Attack, Shadowsight
2nd +1 +1 +1 +1 Shadowjump
3rd +2 +1 +2 +1 Shadowblur
4th +3 +1 +2 +1 Shadow walk
5th +3 +2 +3 +2 Shadowpounce
6th +4 +2 +3 +2 Shadow discorporation
7th +5 +2 +4 +2 Shadowmind
8th +6 +3 +4 +3 Shadowhand
9th +6 +3 +5 +3 Shadow-sire
10th +7 +3 +5 +3 Shadowform

Spells per day/spells known
Level 1st 2nd 3rd 4th
1st 0 -- -- --
2nd 1 -- -- --
3rd 1 0 -- --
4th 2 1 -- --
5th 2 1 0 --
6th 2 2 1 --
7th 3 2 1 0
8th 3 2 2 1
9th 3 3 2 1
10th 4 3 2 2




Edited by - Crossed Arrows on 10 Jan 2011 18:50:09
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