Custom Pathfinder Class: Shadow Knight
Shadow Knight
Image credit: Nick Gan
Some warriors naturally attune to the shadow plane,
gaining strength from the darkness in the world and using it to their
advantage. While it may seem so, they are not inherently evil. They maintain a
peace of mind that keeps them sane, allowing them to use the shadows but not be
corrupted by them.
Their powers of shadow come with a price; they must
use their own life force to use their powers. Their powers may come as
intimidating to some, but others, a formidable ally.
Alignment: Any.
Hit
die: d10.
Class
Skills: Bluff (Cha), Climb (Str), Diplomacy (Cha),
Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility), Knowledge
(planes), Perception (Wis), Ride (Dex), Sense Motive, Stealth (Dex), Survival
(Wis).
Skill
ranks per level: 4+int modifier.
Weapon
and Armor Proficiency: Shadow Knights are proficient with all simple and
martial weapons, with two types of armor (light, medium), and shields
(except tower shields).
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
1
|
1
|
0
|
0
|
2
|
Transfer of Darkness, Dark sword 1/day
|
2
|
2
|
0
|
0
|
3
|
Shadow pool, Shadow power
|
3
|
3
|
1
|
1
|
3
|
Darkvision 60 ft., Resist negative energy +1
|
4
|
4
|
1
|
1
|
4
|
Shadow power, Dark sword 2/day
|
5
|
5
|
1
|
1
|
4
|
Dark wave, Dash and slash
|
6
|
6/1
|
2
|
2
|
5
|
Vengeful strike, shadow power
|
7
|
7/2
|
2
|
2
|
5
|
Dark sword 3/day, Resist
negative energy +2, Darkvision 120 ft.
|
8
|
8/3
|
2
|
2
|
6
|
Shadow Power, Mistwalker
|
9
|
9/4
|
3
|
3
|
6
|
Shadowguard
|
10
|
10/5
|
3
|
3
|
7
|
Shadow power, Dark sword 4/day
|
11
|
11/6/1
|
3
|
3
|
7
|
See in darkness, Resist
negative energy +3
|
12
|
12/7/2
|
4
|
4
|
8
|
Shadow Power
|
13
|
13/8/3
|
4
|
4
|
8
|
Dark sword 5/day, Drain mastery
|
14
|
14/9/4
|
4
|
4
|
9
|
Shadow power, Shadow realm
|
15
|
15/10/5
|
5
|
5
|
9
|
Health Transfer (1:1), Resist negative energy +4
|
16
|
16/11/6/1
|
5
|
5
|
10
|
Shadow Power, Dark sword 6/day
|
17
|
17/12/7/2
|
5
|
5
|
10
|
Shadowmind
|
18
|
18/13/8/3
|
6
|
6
|
11
|
Shadow power
|
19
|
19/14/9/4
|
6
|
6
|
11
|
Dark sword 7/day, Resist negative energy +5
|
20
|
20/15/10/5
|
6
|
6
|
12
|
Master of darkness
|
Transfer
of darkness (su): The dark knight uses their own life force to damage
enemies. Hit points are only taken if the knight hits the enemy. They can activate this ability as a swift action, and can hold the energy within them for 1 minute, or until a target is struck. This deals 2 damage at first
level, sacrificing 1 hit point. This damage bonus increases by 2 and hit point
drain every 2 levels thereafter. Damage increments are increased to +3 for
weapons wielded with two hands. This ability can be used a number of times per day equal to 3 + their charisma modifier.
When the shadow knight reaches 2nd level, they gain the ability to use one point from their shadow pool to forgo the hit point cost of this ability. Once a target is struck, the health is drained from the knight, or the shadow point is spent.
When the shadow knight reaches 2nd level, they gain the ability to use one point from their shadow pool to forgo the hit point cost of this ability. Once a target is struck, the health is drained from the knight, or the shadow point is spent.
Dark
sword (Su): At 1st level, the shadow knight can strike the ground, causing a shadowy, quasi-physical blade
to puncture up beneath an enemy within 30 ft. (120 ft. in darkness) Dealing 1d8
negative energy damage + their level and healing the shadow knight for the
damage dealt. A will save halves this damage. He also gains one shadow point
for every enemy hit, but this ability cannot bring a shadow knight's pool above its maximum. (Standard action) Every 3 levels following, the shadow
knight can use this ability one additional time per day, and its damage
increases by an additional 1d8, to a maximum of 7d8 + their level at 19th level.
This ability can instead be used to heal a target with negative energy affinity (such as an undead). A shadow point is not replenished when dark sword is used in this way.
Shadow pool (Su): At 2nd level, the shadow knight gains access to a pool of shadowy energy with a number of points equal to 1/2 their shadow knight level + their charisma modifier. They can spend one point to forgo the hit point cost of transfer of darkness, dark wave, or dash and slash. In addition, they may use these points to use shadow powers (see below).
Shadow Power (Su): At 2nd level, a shadow knight learns to weave and use the shadows to their will, gaining new abilities and modifying the strength of others. If a shadow power is passive (such as the tiring spirit power), this cannot be used in conjunction with another power modifying the same ability. At each new power, they can replace a current one with another as long as it is in the same level grouping. The shadow pool cannot go above the normal maximum.
Shadow Power (Su): At 2nd level, a shadow knight learns to weave and use the shadows to their will, gaining new abilities and modifying the strength of others. If a shadow power is passive (such as the tiring spirit power), this cannot be used in conjunction with another power modifying the same ability. At each new power, they can replace a current one with another as long as it is in the same level grouping. The shadow pool cannot go above the normal maximum.
2nd level or later:
Shadow strike: The
shadow knight’s next attack is made against the target’s touch AC. This only
works during an attack action (such as charge or vital strike, or standard
attack) or the first attack during a full attack action. At 11th
level, this increases to the first two attacks of a full attack action. Costs
one shadow point.
Shadow jump: The
knight can teleport to a space within 30 ft as a standard action. At 6th level, this distance doubles to 60 ft. At 12th level, it becomes 90 ft., 18th, 120 ft., and at 20th level it becomes 150 ft. Only works if beginning
and end point are both in shadow. Costs one shadow point.
Fright blade: When
using transfer of darkness, the enemy makes a will save. If they fail, they are
shaken for one round. At 8th level, they are frightened. At 16th
level, they are panicked. This does not have an additional cost.
Stalwart spirit: If
dark sword inflicts full damage, the shadow knight gains 1 insight AC for 1
round. This bonus increases by 1 for every 4 levels the shadow knight
possesses. This has no point cost.
Transfer: The next transfer of darkness attack
does not damage the shadow knight. At 5th level, and every 5 levels
thereafter, the number of attacks increases by 1. This ability lasts one round
per level of the shadow knight, or until discharged. Costs one shadow point.
Empowered drain: Increase
the DC of dark sword by 2. This is a passive effect.
Spirit drain: The
shadow knight draws upon the energies of their enemy, causing them to become
fatigued. At 10th level, the enemy is exhausted.
4th
level or later:
Bane of the dead: When using dark sword, the shadow knight learns to steal energies from the dead. Dark sword deals half damage to undead targets. At 8th level, it deals full damage.
Shadow images: The shadow knight creates 1d4 images plus one for every two levels they possess (maximum 4). This is a standard action. Costs one shadow point.
Shadow images: The shadow knight creates 1d4 images plus one for every two levels they possess (maximum 4). This is a standard action. Costs one shadow point.
Invisibility: The
shadow knight vanishes for a number of minutes equal to their level. This is a
standard action. Any action taken against an enemy ends the effect. Costs one
shadow point.
Single strike: When
using dash and slash and only hitting one enemy, Deal 50% extra damage. At
level 10, this increases to 100%. At level 15, 150%, at level 20, 200%. This
requires dash and slash to consume one shadow point.
Maneuveral sacrifice: The shadow
knight can use transfer of darkness to add a bonus to a combat maneuver check.
The bonus is equal to the hit point cost. This is a passive effect.
Skill master: Use a
shadow point to gain a 1d6 bonus to a skill check. If a 6 is rolled, they can
roll again for an additional bonus.
Teleport with other: When
combining this ability and shadow jump, the shadow knight can bring one ally
adjacent to them with them. This does not increase the shadow points spent for
shadow jump. This is a passive effect, and requires shadow jump.
Modified wave: Dark
wave is modified to become a 30 ft. cone, rather than a 30 ft. radius. This is
a passive effect.
Shadow burst: The
shadow knight can cause their dark sword ability to burst with shadows, causing
a cloud of darkness to form in a 20 ft. radius around the target. At 12th
level, this maw function as deeper darkness. This has no additional cost.
8th
level or later:
Empowered darkness: If an
enemy hit by the next dark wave or dark sword takes full damage, gain +1 to
weapon damage and +1 attack for a number of rounds equal to the shadow knight’s
charisma modifier. This bonus increases by 1 damage per 3 levels the shadow
knight possesses, and 1 attack per 5. This effect stacks duration, but the
bonuses do not stack. This is a passive effect.
Gloomblade: The affected enemy is slowed,
reducing their motion and their ability to act in battle. They are staggered
for a number of rounds equal to the shadow knight’s level, and suffer a -1
penalty to their dodge AC, reflex saves, and attack rolls. In addition, their
movement speed is halved. On a successful save, the damage is halved and the
duration is reduced to one round.
Now you see me, now you don`t: When
using dash and slash, the knight gains total concealment for the round
following. This requires dash and slash to consume one shadow point.
Grasping blade: The
enemy is grasped by cloying shadows that reach out from the shadowy blade,
causing them to be grappled for one round, and entangled for a number of rounds
equal to the shadow knight’s level. The shadow knight makes a CMB check using a
bonus of their level + their charisma modifier. If they fail, the enemy is
entangled for one round. Costs one shadow point.
Destructive Vengeance:
Vengeful strike’s damage increases by one step. Costs one shadow point.
Defensive drain: If the
enemy fails the save, dark sword drains 1 AC per four CL for a number of rounds
equal to the shadow knight’s level. Costs one shadow point.
Strength
drain: Once per round, the shadow knight’s attack causes
1d4 strength ability damage. At level 12, this increases to 1d6, 1 strength
drain, or 1 negative level. At level 16, this increases to 1d8, 1d4 drain, or
1d4 negative levels. At level 20, this increases to 2d6, 1d6 drain, or 1d6
negative levels. Costs one shadow point. The negative levels have a will
save to halve. (minimum 1)
Crushing slash:
Enemies hit by dash and slash are hit as if the knight’s weapon was one
category size larger. This deals 1.5 str with one weapon, or 2x with a 2
hander. This requires dash and slash to consume one shadow point.
12th
level or later:
Vengeance for death: If an
ally dies or is knocked unconscious, the knight can gain temporary hit points
equal to twice their level, their attack increases by 1, plus 1 per 5 levels
they possess, and the next vengeance strike damage is increased by one step.
(Immediate act) Costs one shadow point.
Sacrificial redemption: If
the knight passes a will save (10+1/2CL+Wis) they heal 20% of their maximum hit
points after moving to 0. This consumes all shadow points.
Shadowy protector: When
using shadowguard, adjacent allies gain partial concealment. This is a passive effect.
Ability drain: When
using dark sword, you drain 1d4 str (will halves damage and drain). If they
fail by 5 or more, 1d4+1/5CL. Lasts 1 min per level. This costs 1 shadow point.
Adamant soul : Immune
to ability drain, energy drain, energy drain, and negative energy effects for 1
round/CL. This is a standard action. Costs one shadow point.
Energy drain: The
shadow knight empowers an attack or spirit drain, giving the affected creature
one negative level. At 16th level, this becomes 1d4 negative levels.
Hide in plain sight: If the shadow knight is within 10 ft. of shadows, they are able to make a stealth check to hide, even while being observed. This acts as the shadowdancer ability.
Hide in plain sight: If the shadow knight is within 10 ft. of shadows, they are able to make a stealth check to hide, even while being observed. This acts as the shadowdancer ability.
Takedown striker: If
hit, victims of dash and slash make a reflex save. (10+½CL+wis) If they fail,
they are knocked prone. This requires dash and slash to consume one shadow
point.
Greater invisibility: As the
invisibility shadow power, but the effect is not broken when actions are taken
against enemies, and it lasts 1 round per level. This ability costs two shadow
points.
16th
level or later:
Ethereal knight: The
knight becomes ethereal for a number of rounds equal to their level. This is a
standard action, and can be dismissed as a free action.
Allied realms:
Shadow realm allows allies to see perfectly. This is a passive effect.
Free transfer: Reduce
life cost of life transfer by half. Costs one shadow point.
Confusion Wave: Those
affected by dark wave are confused for one round on save fail. Costs one shadow
point.
Drain wave: Dark
wave now deals 1d4 str score on save fail. Costs one shadow point.
Dash, slash and crush:
Enemies affected by dash and slash are hit twice (Two attack rolls, second has
full BAB-5) This requires dash and slash to consume one shadow point.
20th
level:
Invincible: The
knight or one individual adjacent is invulnerable to all damage for 1 round.
Panacea: The
knight or any individual touched by the knight is cured of all ailments.
Untouchable:
Immune to touch attacks for 1 minute.
Drain them all: Dark sword
now affects all enemies in a 10 ft. radius, and also drains 1d4 of all ability
scores. This is a passive effect.
Darkvision: At 3rd level, the user gains 60 ft. of darkvision. At 7th level, their darkvision extends to 120 ft.
Resist negative energy (Ex): At 3rd level, the shadow knight’s attunement to shadows strengthens, increasing their saves against negative energy and negative energy effects by 1. This bonus increases by 1 every 4 levels thereafter.
Resist negative energy (Ex): At 3rd level, the shadow knight’s attunement to shadows strengthens, increasing their saves against negative energy and negative energy effects by 1. This bonus increases by 1 every 4 levels thereafter.
Dark
wave (Su): At 5th level, the knight can set out a
wave of negative energy to all within 30 ft. Deals channel negative energy
damage (cleric). The shadow takes 1 point of damage for every d6 rolled. Will
save (10+1/2CL+WIS) for half damage. If the Dark knight passes this save, he
takes half damage as well. The shadow knight can forgo the hit point damage by
using a shadow point.
Dash/slash (Su): At 5th level, the knight may become incorporeal and dash in a straight line up to their movement speed as fly speed unhindered, slashing each threatened enemy in squares it enters at their highest BAB. Sacrifices 1 hit point plus 1 per 2 levels the shadow knight possesses. A shadow point can be used to forgo this damage. The distance of dash and slash is the character’s movement speed, and increases by 10 ft every 3 levels after 5th. A direct line must be able to be drawn, square to square. This movement provokes attacks of opportunity.
Health
|
Damage
|
100-81%
|
¼x
|
80-61%
|
½x
|
60-41%
|
1x
|
40-15%
|
1.5x
|
15%-2 hit points
|
2x
|
0 or 1 health
|
3x
|
below 0
|
4x
|
Mistwalker
(Su): At 8th level, the shadow knight is
especially dexterous in medium armor, treating it as light armor, and has
partial concealment from attacks of opportunity during movement. At 12th
level, and every 4 levels thereafter, they gain a +1 bonus to their maximum dexterity bonus and their armor check penalty is reduced by 1.
Shadowguard
(Su): At 9th level, the knight surrounds
themselves with shadows, gaining partial concealment for a number of turns equal
to their level. This ability consumes one shadow point as a standard action. At 14th level, this becomes total concealment.
See in Darkness (Ex): At 11th level, the knight sees past all non-magical, magical and supernatural darkness.
Drain mastery (Ex): At 12th level, the shadow knight grows in their mastery of their own energies. Each time they are affected by an attack or effect that grants them a negative level, there is a 25% chance to negate each individual negative level. At 16th level, this becomes 50%.
See in Darkness (Ex): At 11th level, the knight sees past all non-magical, magical and supernatural darkness.
Drain mastery (Ex): At 12th level, the shadow knight grows in their mastery of their own energies. Each time they are affected by an attack or effect that grants them a negative level, there is a 25% chance to negate each individual negative level. At 16th level, this becomes 50%.
Shadow
Realm (Su): At 14th level, the shadow knight
can envelop a 20 ft radius around the knight in deeper darkness. The knight is
able to see without penalty. Uses one shadow point. Standard action. Lasts for
Wis modifier rounds.
Health
Transfer (Su): At 15th level, the Shadow Knight
is able to transfer their own health to another (1:1 ratio, 50% at 20th
level). Standard action.
Shadowmind (Su): When an individual targets the shadow knight with a mind-affecting spell, there is a 25% chance it is ineffective. In addition, the shadow knight sees through illusions such as mirror images and invisibility, and mist/fog concealment.
Master
of Darkness (Ex): The dark knight is completely attuned to shadow.
They are always given partial concealment, are immune to ability drain and
energy drain, and charisma further increases their ability strength (CHA to all
weapon attacks while in shadows, all dark knight damaging abilities and attacks except
transfer). The knight also gains their final
shadow power.
Feats
Shadow
boon: Increase the number of shadow points by 2. This
feat can be taken multiple times.
Critical
Darkness: Confirming a critical strike, the shadow knight may automatically make it a dark sword attempt. Requirements: Base attack bonus +11, Dark sword
ability, critical focus.
Empowered
vengeance: When using vengeance strike, damage is increased
by one step. Requirements: Vengeance strike ability.
Master
of the realm: The Shadow realm is centred on you (by choice)
until it dissipates.
Requirements:
Shadow realm ability.
Shield
of shadow: When using shadowguard, the shadow knight grants
their shield enhancement bonus to adjacent allies in addition to themselves. In
addition, the same bonus is added to the user’s touch AC. Requirements:
shadowguard ability.
Favoured class bonuses:
Human: +1/4 shadow points in the shadow
pool.
Gnome: -1/5 to the health taken from
transfer of darkness.
Dwarf: -1/6 health taken from dark wave
and dash and slash.
Half-elf: +1/4 shadow points in the
shadow pool.
Elf: +1 movement to dash and slash and
the round following.
Night elf: +2 ft. movement to dash and
slash.
Draenei: +1/5 to transfer of darkness
attack rolls.
Sylvari: +1/2 skill points to stealth
checks in forests.
Man’ari: +1 damage to dark sword.
Pandaren: +1% to concealment when they
have concealment active.
Worgen: +1/4 damage to transfer of darkness attacks.
Orc: +1/4 to critical confirmation rolls on transfer of darkness
attacks.
Half-orc: +1/4 shadow points into the shadow pool.
Zandalari: +2 ft. movement for the round following dash and slash.
Tauren: +1/4 damage to transfer of darkness damage rolls.
Forsaken: +1/5 to the DC of dark sword and dark wave.
Goblin: +1/4 dodge AC during dash and slash.
Blood elf: +1/8 shadow powers.
Drakken: (+2 str) +1/5 damage to transfer of darkness attacks. (+2 dex)
+2 ft. movement during dash and slash. (+2 int) +1/5 to the DC of dark wave.
(+2 wis) +1 damage to dark sword.
Frozelia: +1 cold damage to dark sword.
Comments
Post a Comment