User:Leziad/Nightblade

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Nightblade[edit]

<-general description->.

Making a Nightblade[edit]

<-Strong points and weak points, and effectiveness with party members.->

Abilities: <-Description of most important attributes for this class.->

Races: <-Description of relative likelihood of various races to join this class.->

Alignment: <-Alignments allowed for this class, or write "Any"->.

Starting Gold: As Rogue.

Starting Age: Simple.

Table: The Nightblade

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Bonus Feat, Combat Finesse, Sneak Attack +1d6
2nd +2 +3 +3 +0 Improved Feint, Night Prowler, Trick
3rd +3 +3 +3 +1 Master Roof-Runner, Sneak Attack +2d6
4th +4 +4 +4 +1 Nightblade's Precision, Trick
5th +5 +4 +4 +1 Bonus Feat, Darkened (30 ft.)
6th +6/+1 +5 +5 +2 Aggressive Stealth, Sneak Attack +3d6
7th +7/+2 +5 +5 +2 Improved Nightblade's Precision
8th +8/+3 +6 +6 +2 Darkened (15 ft.), Trick
9th +9/+4 +6 +6 +3 Death Attack, Sneak Attack +4d6
10th +10/+5 +7 +7 +3 Bonus Feat
11th +11/+6/+1 +7 +7 +3 Darkened (Adjacent), Incredible Catch
12th +12/+7/+2 +8 +8 +4 Sneak Attack +5d6, Trick
13th +13/+8/+3 +8 +8 +4 Hides in Plain Sight
14th +14/+9/+4 +9 +9 +4 Darkened (Invisible to All Sight)
15th +15/+10/+5 +9 +9 +5 Bonus Feat, Sneak Attack +6d6
16th +16/+11/+6/+1 +10 +10 +5 Trick
17th +17/+12/+7/+2 +10 +10 +5 Darkened (Invisible to All Senses)
18th +18/+13/+8/+3 +11 +11 +6 Extreme Agility, Sneak Attack +7d6
19th +19/+14/+9/+4 +11 +11 +6 Night Sentinel
20th +20/+15/+10/+5 +12 +12 +6 Bonus Feat, Trick

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Truespeak (Int), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Nightblade.

Weapon and Armor Proficiency: A nightblade is proficient with all simple and martial weapon, light armor and light shield. A nightblade possess Improved Unarmed Strike as a bonus feat. A nightblade gain proficiency with a single exotic weapon and exotic light armor or her choice.

Bonus Feat: At 1st level, 5th level and each 5 levels thereafter a Nightblade receive a single [Ambush], [Fighter] or [Luck] feat she meet the prerequisite of. A Nightblade count her class level as fighter level for the purpose of meeting prerequisites.

Combat Finesse (Ex): A Nightblade may use her Dexterity instead of her Strength for calculating her bonus on attack roll and damage roll with light weapon or finesse weapon. When she initiate a combat maneuver with such weapon (or with no weapon) she is also allowed to use her Dexterity instead of her Strength to determine the bonus, this also apply when defending against a combat maneuver.

Improved Feint: A 2nd level Nightblade gain Improved Feint as a bonus feat, if she already had it she gain another bonus feat she meet the prerequisite of as her bonus feat class features.

Night Prowler (Ex): A 2nd level Nightblade trained her eyes to see in the darkness of the night. She gain Darkvision out of 20 feet and Low-Light Vision. If she already possessed such ability she increase the range of her Darkvision by 20 feet and/or double the range of her Low-Light Vision.

Trick: At 2nd level, 4th level and each 4 levels thereafter a Nightblade gain a single trick from the Nightblade's Trick list below.

Master Roof-Runner (Ex): A 3rd level Nightblade is a master at parkour and movement, allowing her to quickly dash through otherwise difficult environment. The nightblade gain the ability to move normally through crowd and urban difficult terrain, she also gain the ability automatically make the first 10 feet of any Climb, Tumble or Jump at your full movement speed and without the need to roll.

If she fall or slip of a ledge, she may attempt to catch herself as an immediate action by making a DC 20 Balance check. If she had a Grappling hook at hand she may also quickly rappel down a swing, moving up to half her land speed in any direction, if she does end her movement on ground that can support her she instead if holding on the grappling hook.

Finally a Nightblade halves falling damage, she also do not make any noise from when falling, as long as she is conscious upon landing.

Nightblade's Precision (Ex): Whenever a Nightblade of 4th level or higher deal sneak attack damage, she add half of her Intelligence or Charisma modifier to her sneak attack damage.

At 7th level she instead add her full modifier instead of half.

Darkened (Ex): A 5th level Nightblade is considered invisible to creature using darkvision or see in darkness, allowing her to hide in darkness without them detecting her. This ability do not make her invisible to their normal sight and only function if the creature is at least 30 feet away from her. At 8th level the range of detection decrease to 15th feet, at 11th level only adjacent creatures are capable of foiling her Darkened ability. This ability is based on clever hiding technique and is not foiled by see invisibility or true seeing.

At 14th level she become invisible to sight when not moving more than 5 feet per round and not taking action in darkness. At 17th level this apply to all sense beside touch, including blindsight. If she move more than 5 feet, attack, use a magic item, etc she become 'visible', altough this does not suppress the former ability of darkened to be hidden from darkvision.

Aggressive Stealth (Ex): A 6th level Nightblade no longer take any penalty to Move Silently for moving at full speed and halves the penalty for doing so while running or charging.

Death Attack (Ex): A 9th level Nightblade gain the Death Attack class feature of an Assassin except the DC is 10 + 1/2 Class Level + the highest between her Dexterity, Intelligence or Charisma modifier.

Incredible Catch (Ex): An 11th level Nightblade of preventing her from being moved against her will by catching, rolling or pinning her weapon in the ground. Whenever an ability would force her to move against her will, she has 50% chance of negating it. If the source's CR is at least 4 points higher than her's she only has 20% chance of negating it.

Hides in Plain Sight (Su): At 13th level a Nightblade can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a nightblade can hide herself from view in the open without having anything to actually hide behind. She cannot hide in her own shadow however.

Extreme Agility (Ex): At 18th level, not much can stop the Nightblade from getting where she want. She apply the effect of Master Roof-Runner to half her movement speed. She also move normally through difficult terrain, and can speedily move through dangerous terrain or magical effect. This allow her to safely move the first 10 feet into a dangerous terrain (such as on lava) or through an harmful effect (such as a prismatic wall) without harm, any further movement harm her as normal (or if she stay inside the effect). If she is thrown or moved into such an effect she can delay the consequences of that effect for 1 round, allowing her to move out of it, is she unable to by the end of her next round she suffer from the effect as normal.

This ability only cover movement, this does allow the nightblade to move through a sphere of annihilation without dying but would not protect if she tried from licking it.

Night Sentinel (Ex): A 19th level Nightblade has become the night, she gain darkvision with an unlimited ranged and may take an extra swift action per round as long as she is in shadow illumination or dark lightning.

Nightblade's Trick[edit]

The DC of a Nightblade's Trick is DC 10 + 1/2 HD + her Intelligence or Charisma modifier, whichever is highest.

Archery Training (Ex): The nightblade gain Sharpshooter as a bonus feat and may deliver sneak attack up to her first range increment.

Death From Above (Ex): The nightblade considered any foe she has high ground bonus on as eligible for a sneak attack (as if they were flanked). In addition she may make a jump attack as a standard action, jumping down on a foe at least 10 feet below her, then then make a single melee attack. If the attack hit, the nightblade reduce her falling damage by 1d6 per class level and deal double sneak attack damage.

Expert Skill (Ex): The Nightblade choose a single skill. This skill become a class skill on any classes she take, she gain automatic ranks in it and roll such skill check twice, taking the best result. She may take 10 even when stressed and may even do so when rolling twice. Any ranks she had in that skill previous to taking this ability are refunded and may be used elsewhere.

Evasion (Ex): The nightblade gain Evasion as a Rogue, at 10th level this become Improved Evasion.

Feint Striker (Ex): The nightblade gain both Cheap Shot and Sucker Punch as bonus feats even if she does not meet their prerequisites.

Feint Trickmaster (Ex): After you successfully Feint a creature in combat, you may have it make a Will save. If it fail it is confused for 1 round in addition to it normal effect.

Jinx (Su): Minimum class level 20th. Whenever the nightblade deal sneak attack damage against a creature it must make a Will save or become cursed as per bestow curse, if the creature fail a second save while under the effect of jinx it fall under the effect of greater bestow curseSpC instead.

Master Infiltrator (Ex): The nightblade can open any portal, door or window without making sound and may open locks in a single round of work, no matter of difficult the lock is to open, she must still roll to open it.

Mirror Arrangement (Su): Minimum class level 4th. The nightblade may replicate the effect of mirror image at-will, once used she must wait 5 round before doing it again.

Practiced Sneak Attack (Ex): You change your sneak attack progression to the same as a Rogue.

Secret Identity (Ex): You gain a secret identity, you add twice your class level on Bluff and Disguise to hide your true identity when in your secret identity. You gain Disguise in Plain Sight as a bonus feat. If your secret identity is revealed, you may make another over the course of 1d4 week or change this trick for another trick with no level requirement.

Shadow Dash (Su): Minimum class level 4th. As a move action you may move at half your land speed, you are invisible for the movement. At 10th level this become a swift action.

Shadow Step (Sp): Minimum class level 8th. As a full-round action, the nightblade may use dimension door as a spell-like ability. This ability is usable a number of time per day equal to 2 + her Intelligence or Charisma bonus, whichever is higher.

Silent Kill (Ex): A creature struck by the nightblade's sneak attack must make a Fortitude save or be unable to vocalize or make loud noise for 1 round.

Slippery Mind (Ex): Minimum class level 6th. This ability represents the nightblade’s ability to wriggle free from effects that would otherwise control or compel her. If a nightblade with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Trap Mastery (Ex): The nightblade gain automatic maximum ranks in Disable Device, any points already in the skill are refunded. Additionally she automatically gain a Search check whenever within 5 ft of a trap, and may search an area for traps actively in half the time. She may discover and disable traps as a rogue.

World's Greatest Thief (Su): Minimum class level 20th. The nightblade's Extreme Agility now apply to any effect she wishes not to apply, including solid walls and other obstacles.

Z-Move (Ex): The nightblade is capable of zigzagging on the battlefield with no effort, going diagonal no longer cost her any extra movement. Additionally her first 5 ft of movement in a round never provokes attacks of opportunity.