Pathfinder class: Dark ranger (Shadow knight archetype)
Dark
Ranger (Shadow knight)
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.
Hit
die: d10.
Class
Skills: Acrobatics (dex), Bluff (Cha), Climb (Str),
Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge
(nature), Knowledge (planes), Perception (Wis), Sense Motive, Stealth (Dex),
Survival (Wis).
Skill
ranks per level: 4+int modifier.
Weapon
and Armor Proficiency: Dark rangers are proficient with all simple and
martial weapons, with two types of armor (light, medium), but not shields.
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
1
|
1
|
0
|
2
|
0
|
Transfer of Darkness, Shadow dagger 1/day
|
2
|
2
|
0
|
3
|
0
|
Shadow pool, Shadow power
|
3
|
3
|
1
|
3
|
1
|
Darkvision 60 ft., Resist negative energy +1
|
4
|
4
|
1
|
4
|
1
|
Shadow power, Shadow dagger 2/day
|
5
|
5
|
1
|
4
|
1
|
Haunting wave, wailing arrow
|
6
|
6/1
|
2
|
5
|
2
|
Vengeful arrow, shadow power
|
7
|
7/2
|
2
|
5
|
2
|
Shadow dagger 3/day, Resist
negative energy +2, darkvision 120 ft.
|
8
|
8/3
|
2
|
6
|
2
|
Shadow Power, Mistwalker
|
9
|
9/4
|
3
|
6
|
3
|
Shadow attunement, hide in plain sight
|
10
|
10/5
|
3
|
7
|
3
|
Shadow power, Shadow dagger 4/day
|
11
|
11/6/1
|
3
|
7
|
3
|
See in darkness, Resist
negative energy +3
|
12
|
12/7/2
|
4
|
8
|
4
|
Shadow Power
|
13
|
13/8/3
|
4
|
8
|
4
|
Shadow dagger 5/day, drain mastery
|
14
|
14/9/4
|
4
|
9
|
4
|
Shadow power, Shadow realm
|
15
|
15/10/5
|
5
|
9
|
5
|
Health Transfer (1:1), Resist negative energy +4
|
16
|
16/11/6/1
|
5
|
10
|
5
|
Shadow Power, Shadow dagger 6/day
|
17
|
17/12/7/2
|
5
|
10
|
5
|
Shadowmind
|
18
|
18/13/8/3
|
6
|
11
|
6
|
Shadow power
|
19
|
19/14/9/4
|
6
|
11
|
6
|
Shadow dagger 7/day, Resist negative energy +5
|
20
|
20/15/10/5
|
6
|
12
|
6
|
Master of darkness
|
Transfer
of darkness (su): The dark ranger 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. This ability can be used a number of times per day equal to 3 + their charisma modifier.
Shadow
dagger (Su): The dark ranger forms a
dagger with shadowy energy in their hand, and can throw it at a distance of 30
ft. as a ranged touch attack. When it hits an enemy, they take 1d6 damage + the
dark ranger’s level, and are staggered for one round. The following turn, the
shadow dagger effect spreads to a random enemy of the ranger, but only damages them for the minimum amount. This can only spread once. A
successful will save negates the stagger effect, and the spread of the attack.
Damage dealt by shadow dagger heals the dark ranger, and the initial strike
generates one shadow point (but not above their maximum) If the ranger and
enemy are in darkness, the range increases to 120 ft. The number of individuals the dagger effect spreads to increases by 1 for every 3 levels the ranger possesses. This ability can be used
while wielding a bow. This is a standard action.
Shadow pool (Su): At 2nd level, the dark ranger gains access to a pool of shadowy energy with a number of points equal to 1/2 their dark ranger level + their charisma modifier. They can spend one point to forgo the hit point cost of transfer of darkness, haunting wave, or wailing arrow. In addition, they may use these points to use shadow powers (see below).
Shadow
Power (Su): A dark ranger 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.
1st
level or later:
Shadow strike (su): The dark
ranger’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 (su): The
knight can teleport to a space within 30 ft as a standard action. At 7th level, this distance doubles to 60 ft. 12th, 90,
16th, 120, 20, 200. Only works if beginning and end point are both in
shadow. Costs one shadow point.
Withering fire (Su): Empower
ranged attacks for one round, causing the enemies struck to become fatigued
(fortitude negates). At 10th level, if the enemy is fatigued, even
by a previous attack, they become exhausted.
Stalwart spirit: If shadow
dagger inflicts full damage, the dark ranger gains a +1 bonus to all saves for 1
round. This bonus increases by 1 for every 5 levels the dark ranger possesses.
This has no point cost.
Transfer: The next transfer of darkness attack
does not damage the dark ranger. At 5th level, and every 5 levels thereafter,
the number of attacks increases by 1. This ability lasts one round per level of
the dark ranger, or until discharged. Costs one shadow point.
Empowered drain: Increase
the DC of shadow dagger by 2. This is a passive effect.
Spirit drain: Through
shadow dagger, the dark ranger draws upon the energies of their enemy, causing
them to become fatigued. At 10th level, the enemy is exhausted. This
also affects the targets it spreads to, though they receive a will save to
negate the effect.
4th
level or later:
Shadow images (su): The dark
ranger creates 1d4 images plus one for every two levels they possess (maximum
4). This is a standard action. Costs one shadow point.
Fright arrow (Ex): When
using wailing arrow, enemies within the effect make a will save. If they fail,
they are shaken for a number of rounds equal to the ranger’s level. At 8th
level, they are frightened, running from the arrow’s source. At 16th
level, they are panicked. This forces the dark ranger to spend one shadow
point.
Invisibility (su): The
dark ranger 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.
Focused screech: The dark ranger focuses wailing arrow into one
space, dealing 50% additional damage. At 10th level, this becomes
100%. 15th, 150%. 20th, 200%.
Maneuveral sacrifice: The dark
ranger 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 dark ranger can bring one target
adjacent to them with them (will negates the teleport for the target). This
does not increase the shadow points spent for shadow jump. This is a passive effect, and requires
shadow jump.
Shadow burst: The
dark ranger can cause their shadow dagger or wailing arrow ability to burst
with shadows, causing a cloud of darkness to form in a 20 ft. radius around the
target. At 12th level, this functions as deeper darkness. This has no
additional cost.
8th
level or later:
Empowered darkness: If an
enemy hit by the next haunting wave or shadow dagger takes full damage, gain +2
to weapon damage and +1 attack for a number of rounds equal to the dark
ranger’s charisma modifier. This bonus increases by 1 damage per 4 levels the
dark ranger possesses, and 1 attack per 6. This effect stacks duration, but the
bonuses do not stack. This is a passive effect.
Gloom dagger: If
the enemy fails the will save against shadow dagger, 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 dark ranger’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 duration is reduced
to one round.
Now you see me, now you don`t: Using wailing
arrow, the ranger becomes one with the arrow, appearing adjacent to the effect
radius, on the opposite side. She gains total concealment for the round
following. This requires wailing arrow to consume one shadow point.
Grasping dagger: 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 dark ranger’s level. The dark ranger 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 shot’s damage increases by one step. Costs one shadow point.
Defensive drain: If the
enemy fails the save, shadow dagger drains 1 AC per four CL for a number of
rounds equal to the dark ranger’s level. Costs one shadow point.
Strength drain: Once per round, the dark ranger’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)
Wave of the Banshees: On save fail, enemies hit by haunting wave are
fightened for 1d4 rounds. At 12th level, they are panicked.
12th
level or later:
Vengeance for death: If an
ally dies or is knocked unconscious, the ranger 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 (su): If
the ranger 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.
Ability drain: When
using shadow dagger, the ranger drains 1d4 strength (will halves damage and
drain). Lasts 1 min per level. This costs 1 shadow point.
Dark tsunami: Dark
wave deals 50% additional damage. This consumes a shadow point, and the dark
ranger cannot halve the damage they take.
Adamant soul (su): 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
dark ranger empowers an attack or shadow dagger, giving the affected creature
one negative level (no save). At 16th level, this becomes 1d4
negative levels.
Concussive shot: If
hit, victims of wailing arrow make a reflex save. (10+½CL+wis) If they fail,
they are knocked prone. This requires wailing arrow to consume one shadow
point.
Greater invisibility (su): 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.
Overwhelming affliction: When
using shadow dagger, the effect can spread one additional time.
16th
level or later:
Ethereal ranger (su): The ranger
becomes ethereal for a number of rounds equal to their level. This is a
standard action, and can be dismissed as a swift 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 haunting wave are confused for one round per level of the ranger on
save fail. Costs one shadow point.
Drain wave: Dark
wave now deals 1d4 strength drain on save fail. Costs one shadow point.
Shot of the Banshee: Wailing arrow can, once per day, deal 5 damage per
level to all affected targets, and panics them for one round. A will save
halves this damage, and the panicked effect.
Domination
dagger: The initial target
of shadow dagger is subject to a dominate effect. If they fail the will save,
they are under the shadow ranger’s control for a number of rounds equal to the
shadow ranger’s level. This is a mind-affecting effect.
Deafening
blast: Wailing arrow’s
detonation range increases to 10 ft., and the damage increases by 50%.
20th
level: (3 SP)
Invincible (su): The ranger
or one individual adjacent is invulnerable to all damage for 1 round.
Panacea (su): The ranger
or any individual touched by the ranger is cured of all ailments.
Untouchable (su):
Immune to touch attacks for 1 minute.
Drain them all (su): Shadow
dagger now affects all enemies in a 10 ft. radius, they are staggered for at
least one round, and it also drains 1d4 of all ability scores.
Darkvision: At
3rd level, the ranger gains 60 ft. of darkvision. At 7th level,
their darkvision extends to 120 ft.
Resist
negative energy (Ex): At 3rd level, the dark ranger’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.
Wailing arrow (Su): At 5th level as a full-round action, the dark ranger fires a mighty shot of dark energy, screaming as it travels through the air toward their marked area. When it reaches that spot it explodes, dealing weapon damage to the source and all adjacent targets, and they are shaken for one round. A successful reflex save halves the damage. In addition, the affected targets must make a fortitude save or be deafened for a number of rounds equal to the ranger’s level. (will save). The dark ranger either sacrifices 1 hit point plus one additional hit point per two levels they possess, or one shadow point.
Haunting
wave (Su): At 5th level, the ranger can set out a wave of spirits,
dealing negative energy to all within a 30 ft. cone. This deals channel negative
energy damage (cleric). The ranger takes 1 point of damage for every d6 rolled.
Will save (10+1/2CL+WIS) for half damage. If the Dark ranger passes this save,
she takes half damage as well. The dark ranger can forgo the hit point damage
by using a shadow point.
Vengeful
arrow (Ex): At 6th level, the ranger can make a single attack
as a standard action, dealing more damage the less hit points they have. The ranger
must announce they are using it before the attack roll is made. When used, they
take a -2 penalty to their AC for the round following.
Health
|
Damage
|
100-81%
|
1/4x
|
80-61%
|
1/2x
|
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 dark ranger is
especially dextrous in medium armor, treating it as light armor, and has
partial concealment from attacks of opportunity during movement. At 10th
level +1 MDB and -1 ACP and every three levels after.
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%.
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): At 17th level, 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: At 20th level, the dark ranger 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 (WIS to all
weapon attacks, all dark ranger damaging abilities and attacks except
transfer). The ranger also sees past all non-magical, magical and supernatural
darkness, invisibility, and mist concealment. The ranger also gains their final
shadow power.
Feats
Shadow
boon: Increase the number of shadow points by 2. This
feat can be taken multiple times (stacks).
Critical
Darkness: When landing a critical strike, the dark ranger
automatically makes it a shadow dagger attempt. Requirements: BAB+11, Shadow
dagger 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.
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: +1/2 damage to shadow dagger.
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 shadow dagger and haunting 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 haunting wave.
(+2 wis) +1/2 damage to shadow
dagger.
Frozelia: +1/2 cold damage to shadow
dagger.
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