Difference between revisions of "User:Aarnott/Lego Bin 11"

From Dungeons and Dragons Wiki
Jump to: navigation, search
m (Class Features)
m
Line 78: Line 78:
 
|-  
 
|-  
 
| 5th || +3 || +1 || +4 || +4
 
| 5th || +3 || +1 || +4 || +4
| class="left" | <-class features gained at this level->
+
| class="left" | [[#Shadowed Mind|Shadowed Mind]]
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
Line 199: Line 199:
 
'''{{Anchor|Hide Auras}} ([[Su]]):''' You can conceal the magic auras on yourself or any item in your possession as a free action as far as magical detection is concerned. Once an item leaves your possession it displays its auras in 5 rounds. You can also reveal any of the auras as a free action.
 
'''{{Anchor|Hide Auras}} ([[Su]]):''' You can conceal the magic auras on yourself or any item in your possession as a free action as far as magical detection is concerned. Once an item leaves your possession it displays its auras in 5 rounds. You can also reveal any of the auras as a free action.
  
 
+
''{{Anchor|Shadowed Mind}} ([[Su]]):''' At 5th level, you are protected from all devices, powers, and spells that would allow another creature to read your mind or emotions unless you otherwise allow it to. You also can make a second saving throw the round after you fail a saving throw against a mind-affecting spell or effect at the same DC as the original saving throw.
 
 
  
  

Revision as of 16:27, 19 April 2010



Keeper of the Black Key

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->
  • Secret society
  • Know how to unlock the "doors" to the plane of shadow

Becoming a Keeper of the Black Key

<-why characters persue this class, what other classes they typically have, and what abilities are important->

Entry Requirements
Base Attack Bonus: +3
Skills: Hide 8 ranks, Move Silently 5 ranks.
Special: Must have spent at least 1 day in the Plane of Shadow.

Table: The Keeper of the Black Key

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Shadow Pool, Nondetection, Secrets of the Black Key
2nd +1 +0 +3 +3 Undetectable Alignment
3rd +2 +1 +3 +3 Void Being
4th +3 +1 +4 +4 Hide Auras
5th +3 +1 +4 +4 Shadowed Mind

Class Skills (6 + Int modifier per level.
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int) (all, taken individually), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features

All of the following are class features of the Keeper of the Black Key.

Shadow Pool: Keepers of the Black Key learn how to perform what they call "unlocking the doors to the realms of darkness". What they have really learned to do is draw power from the plane of shadow. You have access to a pool of shadow points with a maximum size equal to half your ranks in the hide skill. You use these shadow points to use class abilities.

If you are in an area with shadowy illumination or darker (including magical darkness), you can spend a standard action to recover all of your shadow points.

Nondetection (Su): Keepers of the Black Key are taught, as part of joining the secret society how to protect themselves from being magically watched and instead remain hidden in the shadows. You are continually under the effects of a Nondetection spell.

Secrets of the Black Key (Su): At each class level, you can mimic certain spells or gain benefits by using shadow points. You can only use an ability that has a shadow point cost less than or equal to your class level. The DCs of these effects are 10 + 1/2 your HD + your intelligence modifier.

Table: Secrets of the Black Key
Shadow Point Cost Ability Effect
1 Cloak of shadows As an immediate action, you gain the effects of the blur spell. This ability lasts until the end of your next turn. If you already have a miss chance due to concealment and you are in an area of darkness or shadowy illumination, increase the miss chance by 20%.
1 Penumbral curtain As a standard action, you or an object you are carrying projects a 20ft. radius of shadowy illumination as the darkness spell. This effect lasts for 10 rounds and counts as a darkness effect created by a spell of 2nd level.
1 Ebon sight As a swift action, you are able to see clearly in all forms of darkness including magical darkness. This effect lasts for 3 rounds.
1 Shadow strike As a swift action, you deal +1d6 sneak attack damage. This ability lasts until the start of your next turn.
2 Greater penumbral curtain As a standard action, you or an object you are carrying projects a 60ft. radius of shadowy illumination as the deeper darkness spell. This effect lasts 10 rounds and counts as a darkness effect created by a spell of 3rd level.
2 Footsteps of the keymaster As a standard action, you gain the effects of a silence spell, but it affects only yourself and your gear. This effect lasts 3 rounds.
2 Fade to black As a standard action, you gain the effects of the invisibility spell. You can only activate this ability when you are in darkness or shadowy illumination and it lasts 5 rounds (or until discharged).
2 Quiet death As a swift action, you can make any projectiles or ammunition you use this round act as if it were under the effect of a silence spell.
3 Shadow jump As a move action, you can dimension door to and from shadowy illumination or darkness. Unlike dimension door, you can continue to act after you finish teleporting.
3 Improved shadow strike As a swift action, you deal +2d6 sneak attack damage. This effect lasts until the start of your next turn. If you hit and deal sneak attack damage during this time, recover 1 shadow point (but only 1 point per usage of this ability).
3 Umbral curtain As a standard action, you can create the effects of the blacklight on yourself or a point in space within 50ft. (with a will save to ignore the effects as the spell), except that you are unable to see in the area (unless you use Ebon sight). These effects last 5 rounds.
4 Greater umbral curtain As a standard action, you can create a 30ft. radius area of magical total darkness either as an emanation from you or centered on a point is space within 50ft. These effects last 5 rounds.
4 Improved ebon sight As a swift action, you are able to see clearly in all forms of darkness including magical darkness. This effect lasts for 10 minutes.
5 Greater shadow strike As a swift action, you deal +3d6 sneak attack damage. This effect lasts until the start of your next turn. If you hit and deal sneak attack damage during this time, recover 1 shadow point (but only 4 points per usage of this ability).
5 Umbral strike As a free action, you can make all melee attacks you make for the next 3 rounds as touch attacks instead (dealing your normal damage) as long as you are in darkness or shadowy illumination.

Undetectable Alignment (Su): At 2nd level, you are continually under the effect of a Undetectable Alignment spell.

Void Being (Su): Upon reaching 3rd level, you are protected from all devices, powers, and spells that reveal location. This ability protects against information gathering by divination spells or effects that reveal location. The ability even foils limited wish, miracle, and wish when they are used to gain information about your location (however, metafaculty can pierce this protective barrier). In the case of scrying that scans an area you are in, the effect works, but you are simply not detected. Remote viewing or scrying attempts that are targeted specifically on you do not work. Furthermore, magical sensors and traps, such as Explosive Runes, Glyph of Warding, or Symbol of Pain do not register, threaten, or harm you unless triggered by another creature.

Note: "Borrowed" from Ghostwheel's Trapsmith.

Hide Auras (Su): You can conceal the magic auras on yourself or any item in your possession as a free action as far as magical detection is concerned. Once an item leaves your possession it displays its auras in 5 rounds. You can also reveal any of the auras as a free action.

Shadowed Mind (Su):' At 5th level, you are protected from all devices, powers, and spells that would allow another creature to read your mind or emotions unless you otherwise allow it to. You also can make a second saving throw the round after you fail a saving throw against a mind-affecting spell or effect at the same DC as the original saving throw.