Old Base Class – The Shadow Knight

(First base class I ever designed, back in 2011. I don’t really like how it turned out, but it actually has a small of fan base) (This class was updated to the Umbra base class)

The Shadow Knight

Mercenaries, master assassins, the elite guard, these are all titles given to the Shadow Knights. These deadly warriors mold the shadows around them to create the necessary tools to accomplish their objective, whatever it may be. They might look like regular bystanders, but when the situation gets dire they surprise those around them, they begin to sculpt the shadows around them to create weapons and armor. No matter where you are, no matter whom you’re with, a Shadow Knight might be standing nearby.

Role: Being able to create weapons and armor at any moment’s notice, the Shadow Knight is always well equipped for any sort of combat against any enemy.

Hit Die: d8

Class Skills:

A Shadow Knight’s class skills are: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Escape Aritst (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Percetion (Wis), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int Modifier

Level Base Attack bonus Fort Save Ref Save Will Save Special Maximum Enhancement Bonus and Special Ability Shadow Craft Pool
1st +0 +0 +2 +2 Shadowcraft, Darkvision 30ft., Light and Darkness 0 0
2nd +1 +0 +3 +3 Enhanced Shadow Arms and Armor +1 1
3rd +2 +1 +3 +3 Disable magic traps +1 2
4th +3 +1 +4 +4 Trained Shadowsmith +1 3
5th +3 +1 +4 +4 Shadowbolts (1d8) +2 3
6th +4 +2 +5 +5 Shadowstrike (1d8), Darkvision 60ft. +2 4
7th +5 +2 +5 +5 Master Craftsman, Fast Shadowcraft +2 5
8th +6/+1 +2 +6 +6 Shadowbolts (2d8) +3 6
9th +6/+1 +3 +6 +6 Shadowstrike (2d8) +3 6
10th +7/+2 +3 +7 +7 Shadow Conjuration, Extended Shadow Craft +3 7
11th +8/+3 +3 +7 +7 Shadowbolts (3d8), Darkvision 120ft +4 8
12th +9/+4 +4 +8 +8 Shadowstrike (3d8) +4 9
13th +9/+4 +4 +8 +8 Shadow Evocation, Deeper Darkness and Daylight +4 9
14th +10/+5 +4 +9 +9 Shadowbolts (4d8), Swift Shadowcraft +4 10
15th +11/+6/+1 +5 +9 +9 Shadowstrike (4d8) +5 11
16th +12/+7/+2 +5 +10 +10 Shadowbolt Strike, See in darkness of any kind +5 12
17th +12/+7/+2 +5 +10 +10 Shadowbolts (5d8), Hide in plain sight +5 12
18th +13/+8/+3 +6 +11 +11 Shadowstrike (5d8) +5 13
19th +14/+8/+4 +6 +11 +11 Shadow Rend +5 14
20th +15/+9/+5 +6 +12 +12 Cloak of Shadows +5 15

Weapon and armor proficiencies: Shadow Knights are proficient with all simple and martial weapons; they are proficient with light and medium armor and shields (except tower shields).

Shadowcraft: A Shadow Knight may use his Wis modifier instead of his Int modifier for his Craft skill checks. A Shadow Knight can create mundane items using Craft (Shadowcraft), following the rules for crafting items with the following exceptions:

The Shadow Knight cannot create any items with flexible or moving parts (with the exception of armor), so the Shadow Knight could not create a flail, a bow, a crossbow or a cabinet; the Shadow Knight can only create weapons and armor he is proficient with, also the Shadow Knight cannot copy special weapon and armor material (like mithral or adamantine); the Shadow Knight does not need tools to make these items, he just needs to be in an area of darkness or in a place where he can see shadows; these items only work for the Shadow Knight; these items work only for the Shadow Knight that created them, they disappear in the hands of another creature.

Creating items this way only takes the Shadow Knight a standard action and items created this way last for one minute per class level, a Shadow Knight may unmake these items as a swift action. The Shadow Knight may only create one of each type of item at a time (For example, one weapon, one piece of armor, one shield and one mundane item), Shadow Knights cannot create material components for spells, or focuses for spells. A single item created cannot exceed the Shadow Knight’s level x 50gp in cost.

Darkvision: At first level the Shadow Knight gain the ability to see in darkness up to 30ft. At level six this darkvision extends to 60ft. At level eleven it extends to 120ft. And at level sixteen the Shadow Knight gains the ability to see in darkness of any kind, even darkness created by the deeper darkness spell.

Light and Darkness: At fist level the Shadow Knight gains the ability to use the spells Light and Darkness with a caster level equal to his class level. These spells may be used at-will.

Enhanced Shadow Arms and Armor: From second level onwards a Shadow Knight may enhance any weapon or armor he creates at the moment of creation. The Shadow Knight gains a shadowcraft pool, and he may use these points to enhance his weapon and armor and to give them special abilities, the Shadow Knight must follow the maximum enhancement and special ability bonus stated on the table.

A Shadow Knight cannot enchant his shield with the Animated special ability and he cannot enchant his weapon with the DancingDisrupting or Brilliant Weapon special abilities.

For example Crowley the seventh level Shadow Knight has a shadowcraft pool of 5 and a maximum enhancement and special ability bonus of +2, he could create a +2 chain shirt and a +2 flaming greatsword, or he could create a +1 heavy shield, a +1 breastplate and a +1 Holy longsword.

Disable Magic Traps: From third level onward a Shadow Knight is able to disarm magical traps with a successful Disable Device.

Trained Shadowsmith: From fourth level onward a Shadow Knight gains a bonus to Craft (Shadowcraft) equal to half his level.

Shadowbolt (Sp): At fifth level a Shadow Knight learns the ability of creating bolts of shadow. Creating shadowbolts provokes attacks of opportunity. Attacking with shadowbolts requires a ranged touch attack that provokes attacks of opportunity.

As the Shadow Knight increases in level so does the damage the shadowbolt deals. The caster level for shadowbolt is equal to the Shadow Knight’s class level. Shadowbolt can be used at-will but only once per turn.

Shadowstrike: As a standard action a sixth level or higher Shadow Knight is able to attack his opponent’s shadow, dealing additional damage. Creatures immune to the extra damage from critical hits and sneak attack are immune to shadowstrike.

Master Craftsman: At seventh level the Shadow Knight gains Master Craftsman as a bonus feat, he must meet the requirements. If the Shadow Knight already has Master Craftsman, he can choose to either gain Craft Wondrous Items, or Craft Magic Arms and Armor as a bonus feat. Items created by a Shadow Knight always have a dark color and are always cold to the touch.

Fast Shadowcraft: At seventh level the Shadow Knight gain the ability to use Shadowcraft as a move action instead of a standard action, he may also unmake his items as a free action, instead of a swift action.

Shadow Conjuration: At tenth level the Shadow Knight gains Shadow Conjuration as a spell-like ability, he may use this ability 3 times per day, the save DC for this ability is 14+ the Shadow Knight’s Wis modifier. The caster level for this ability is equal to the Shadow Knight’s class level.

Extended Shadowcraft: Items created by a Shadow Knight’s shadowcraft last one hour per class level, instead of one minute per class level.

Shadow Evocation: At thirteen level the Shadow Knight gains Shadow Evocation as a spell-like ability, he may use this ability 3 times per day, the save DC for this ability is 15+ the Shadow Knight’s Wis modifier. The caster level for this ability is equal to the Shadow Knight’s class level.

Deeper Darkness and Daylight: At level thirteen the Shadow Knight gains the ability to use the spells Deeper Darkness and Daylight, each 3 times per day. The caster level for these spells equals the Shadow Knight’s class level.

Swift Shadowraft: From level fourteen onward, the Shadow Knight can creates items as a swift action, instead of a move action, when he uses his Shadowcraft ability.

Shadowbolt Strike: A Shadow Knight of level sixteen learns to combine his Shadowbolt and Shadowstrike abilities. He must be able to see his opponent’s shadow clearly, he then targets his opponent’s shadow with his shadowbolt, if the attack is successful, the Shadow Knight deals the shadowbolt damage plus the shadowstrike damage.

Hide in plain sight: At level seventeen onward a Shadow Knight can use the stealth skill in areas of darkness and dim light even while being observed.

Shadowrend: At level nineteen a Shadow Knight learns to rend and destroy his opponent’s shadow. When the Shadow Knight does a shadowstrike or shadowbolt strike and confirms a critical hit with the shadowstrike, he may forgo the extra damage of the shadow strike and instead try to destroy his opponent’s shadow, killing him instantly. The save DC for this ability is 10 + ½ the Shadow Knight’s class level + the Shadow Knight’s Wis modifier. Creatures that successfully save against this ability become immune to it for 24 hours. This is a death effect.

Cloak of Shadows: At twentieth level the Shadow Knight creates a cloak composed of his own shadow. The cloak of shadows does not occupy the Shadow Knight’s shoulder slot. The Cloak grants the Shadow Knight the following effects:

  •          20% concealment
  •          Bonus on Stealth and Sleight of Hand checks equal to half your Shadow Knight level
  •          Invisibility as per greater invisibility in areas of darkness
  •          Evasion
  •          The Shadow Knight’s square is always considered an area of dim light.

A Shadow Knight cannot remove the cloak of shadows, but he may suppress its abilities as a swift action, and activate it again with another swift action.

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