Author Topic: [3.5, Base] Gloomshade - Darkness-themed Gish using maneuvers and 6th lv casting  (Read 5414 times)

Offline GloomRaven

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Gloomshade

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The shadows are your friend and soul.

Gloomshades are deadly foes and nearly impossible to escape from. They are creatures born of darkness in the same way a sorcerer is born of magic. However, unlike a sorcerer, they do not rely on sheer willpower. Rather, they rely on their intuitive understanding of the darkness that flows through them. A gloomshade harnesses this ability for both arcane and martial purposes, fusing them together. This class focuses on teleporting around the battlefield in quick, short jumps using innate talents, magic and maneuvers. The shadows they surround themselves with both protect them and improve their attacks.

Abilities: Wisdom is the most important ability to a gloomshade. It increases their spell-casting abilities and several class features. Strength, Constitution and Dexterity are also important for the gloomshade is going to be in the thick of combat, weaving between foes.

Role: A gloomshade serves as a melee striker and supernatural scout for the party. They have spells to move their allies from place to place and abilities to help them deal more damage. They do not have the utility of a full level arcane caster nor the buffing abilities of a full divine caster. They give up spellcasting versatility to learn a few tricks.

Hit Die D6
Starting Gold: 4d6 x 10 Gp (Average 140 gp).
Class Skills
The Gloomshade's class skills are: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int) , Knowledge (the Planes) (Int), Knowledge (Local) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

Skill Points at First Level: (4 + Intelligence Modifier) x 4
Skill Points Per Level After First: 4 + Intelligence Modifier

Table 1—2: The Gloomshade

LevelBABFortRefWillSpecialSpells
per day
0123456
1+0020Shadow Pool, Guild Training, Weapon Arts +1, Armored Mage51
2+1030Shadow Talent62
3+2131Shadowsight (30'), Essence of Shade +1d663
4+3141Cloak of Shadows631
5+3141Body of Darkness I, Weapon Arts +2642
6+4252Shadow Talent, Shadowsight (60')643
7+5252Essence of Shade +2d66431
8+6/+1262Improved Guild Training6442
9+6/+1363Improved Shadow Weaving, Weapon Arts +36543
10+7/+2373Shadow Talent, Dark Recovery65431
11+8/+3373Shadowsight (See in Darkness), Essence of Shade +3d665442
12+9/+4484Body of Darkness II, Shadow Pounce65543
13+9/+4484Hide in Plain Sight, Weapon Arts +4655431
14+10/+5484Shadow Talent655442
15+11/+6/+1494Greater Shadow Weaving, Essence of Shade +4d6655543
16+12/+7/+25105Quickened Strike6555431
17+12/+7/+25105Weapon Arts +56555443
18+13/+8/+36116Essence of Shade +5d66555543
19+14/+9/+46116Essence of Shade +5d66555554
20+15/+10/+56126Body of Darkness III, Critical Essence of Shade6555555

Class Features
All of the following are class features of the Gloomshade
Weapon and Armor Proficiency Gloomshades are proficient with all simple weapons, kama, kukri, sai, sap, short sword, scimitar, rapier, scythe, spiked chain, longbow, composite longbow, shortbow, composite shortbow and whip. Additionally, if they have proficiency in all weapons of gloomshade disciplines they have maneuvers from. They are also proficient in light armor and bucklers.
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Shadow Pool (Su): At 1st level, the Gloomshade gains a reservoir of mystical arcane energy that he can draw upon to fuel special powers. This shadow pool has a number of points equal to ½ his Gloomshade level (minimum 1) + his wisdom modifier. The pool refreshes once per day when the Gloomshade recovers spells. The gloomshade may use a point of his shadow pool to gain a +2 bonus to checks to cast defensively or to recover a single maneuver of the highest spell level he can cast as a swift action. The bonus to casting defensively stacks with itself and with any other bonuses to defensive casting such as Combat Casting.

Control Light (Su): At 1st level, the Gloomshade can decrease the levels of light within a 100' radius by a factor of 10% per Gloomshade level (up to a 100% maximum at level 10). For beings dependent on light to see, this decreases the effective range of vision for them by the same percentage. A gloomshade can see as normal in their own Control Light field, but not another gloomshade's Control Light field. For each 20% decrease in light, anyone within the area gains a +1 circumstance bonus on Hide checks. Using this ability is a swift action that costs a shadow pool point. This effect lasts for a number of rounds equal to the ½ the gloomshade's level + wisdom modifier. While within an area of light reduced in this manner, the gloomshade gains miss chance due to concealment of 5% for every 10% light is reduced by. This concealment even applies to creatures with darkvision but not to creatures with blind sense, blind sight or abilities that pierce through non-magical and magical darkness. At 10th level, this ability can be used to dispel Daylight or similar spells as a level 4 spell with a caster level equal to your gloomshade level. This ability functions as the spell Dispel Magic for all purposes but may only be used to target a spell with the light descriptor. At 15th level, daylight and similar spells have no effect while inside an area with reduced light from Control Light.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A gloomshade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor. This training does not extend to medium or heavy armors, nor to shields. This ability does not apply to spells gained from a different spellcasting class.

Weapon Arts: At 1st level, a gloomshade chooses to specialize in a specific weapon style. Each weapon gains special bonuses when used. Additionally, the gloomshade blends their maneuvers and magic while using the chosen weapon. This ability only triggers when using the chosen weapon, only with maneuvers from gloomshade disciplines and gloomshade spells. After using a maneuver, the gloomshade gains a boost to their magical ability until the end of their next turn. The next spell cast before the end of the gloomshade's next turn gains a +1 insight bonus to save DC's against the spell and +1 damage bonus per die of damage dealt. This ability also works in reverse. On any round when a gloomshade has cast a spell, they gain a bonus on on the next maneuver they use before the end of their next turn. They gain a +1 bonus to any save DC's against the maneuver, a +1 bonus to any combat maneuver made as part of the maneuver and a +1 bonus to damage per die rolled as part of the maneuver. This includes dice rolled for weapon damage but not bonus dice such as using a flaming sword, sneak attack or essence of shade. This ability improves by +1 at 5th, 9th, 13th and 17th.
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Additionally, the gloomshade blends their maneuvers and magic while using a scythe. This ability only triggers when using a scythe. After using a maneuver, the gloomshade gains a boost to their magical ability until the end of their next turn. The next spell cast before the end of the gloomshade's next turn gains a +1 insight bonus to save DC's against the spell and +1 damage bonus per die of damage dealt. This ability also works in reverse. On any round when a gloomshade has cast a spell, they gain a bonus on on the next maneuver they use before the end of their next turn. They gain a +1 bonus to any save DC's against the maneuver, a +1 bonus to any combat maneuver made as part of the maneuver and a +1 bonus to damage per die rolled as part of the maneuver. This includes dice rolled for weapon damage but not bonus dice such as using a flaming sword, sneak attack or essence of shade. This ability improves by +1 at 10th and 20th level for a maximum of +3.

Essence of the Shade (Ex): At 3nd level, when the Gloomshade has concealment from a target, they can blend their weapon attacks with shadowstuff. Their attacks deal extra negative energy damage with every attack under these conditions. This extra damage is 1d6 at 2nd level and it increases by 1d6 every four levels thereafter (7th, 11th, 15th, 19th) to a maximum of +5d6. This damage is not multiplied on a critical hit. Creatures healed by negative energy instead take no effect from this ability.

Guild Training: Each Gloomshade is trained in one guild, gaining additional powers and spells known based on that guild. This choice must be made at 1st level, and once made, it cannot be changed.
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Shadow Talent At second level and every four levels thereafter (6th, 10th, 14th, and 18th) the gloomshade may learn a shadow talent. Shadow talents are secret arcane powers tailored to the gloomshade's way of blending shadow and martial talent. Unless specifically noted in a shadow talent's description, a gloomshade cannot select a particular talent more than once. Talents that affect spells can only be used to modify spells from the gloomshade spell list unless otherwise noted.
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Cloak of Shadows (Su): Starting at fourth level, the gloomshade adds ½ their class level to Hide and Move Silently checks.

Shadowsight (Su): Starting at third level, a gloomshade learns to hone the shadows in their blood to part darkness before them. They gain darkvision out to 30'. If they already have darkvision, they extend it by 30'. Shadowsight improves to 60' (or 90' if they already had darkvision) at sixth level and allows the gloomshade to see through all magical and nonmagical darkness at 11th level.

Shadow Weaving (Ex): At fifth level, the gloomshade learns to wrap shadows around their weapon or weapons. When holding a weapon from a gloomshade discipline, they gain two-weapon fighting as a bonus feat. They may treat any two-handed discipline weapon as a double weapon for the purposes of this ability.

Body of Darkness (Su): The gloomshade gains several defensive abilities at the indicated levels. These abilities only apply while the gloomshade has concealment. At 5th level the gloomshade becomes immune to negative energy damage, gains cold resistance 10 and gains +4 to saves versus energy drain, negative levels, ability damage and ability drain. At 12th level, this ability improves to cold resistance 15 and immunity to poison and disease. At 20th level, he reaches the pinnacle of his dark evolution. His type changes to Outsider (Native) even when not in concealment. Additionally, while under concealment, he becomes immune to cold damage, extreme cold, fear effects, poison, disease, paralysis, energy drain, negative energy damage, negative levels, ability damage, ability drain and critical hits but not precision damage. He also gains fast healing 5, DR 5/- and may add his Wisdom modifier as an insight bonus to all saving throws and damage rolls.

Hide in Plain Sight (Ex): At 13th level, the gloomshade may use the Hide skill even while being observed. This ability does not work in natural sunlight or the area of a daylight spell.

Improved Shadow Weaving (Ex): At 9th level, the gloomshade's weaving style improves. When using a weapon from a gloomshade discipline, they gain improved two weapon fighting as a bonus feat. They may treat any two-handed discipline weapon as a double weapon for the purpose of this ability.

Dark Recovery (Su): At 10th level, the gloomshade learns how to utilize arcane magic and maneuvers better. They may sacrifice a spell slot as an immediate action after making a successful attack to recover one maneuver. The spell sacrificed must be equal to the level of the maneuver recovered.  For example, the gloomshade could sacrifice a fifth level spell to recover Shadow Stride, a shadow hand maneuver of 5th level.

Shadow Pounce (Ex): At twelfth level, you learn how to attack swiftly from the shadows by using their shadow pool. Any time you use a maneuver or spell that teleports you on your turn, you may execute a full attack or standard action maneuver upon completion of the teleport. Using this ability takes a swift action, costs one shadow point and may only be used once per turn.

Greater Shadow Weaving (Ex): At 15th leave, your weaving style reaches its peak. When using a weapon from a gloomshade discipline, they gain greater two weapon fighting as a bonus feat. They may treat any two-handed discipline weapon as a double weapon for the purpose of this ability.

Quickened Strike (Su): At sixteenth level, when you successfully attack an enemy after teleporting with a maneuver, an arcane spell of 5th level or lower that you cast before the end of your next turn is quickened (as the Quicken Spell metamagic feat). You do not need the Quicken Spell feat to use this ability. This ability may be used once per encounter.

Critical Essence of Shades (Su): At 20th level, the gloomshade improves his Essence of Shades ability. He gains the ability to multiply his essence of shades damage on a critical hit and any roll of 20 on the attack roll is automatically confirmed as a critical hit. His essence of shades damage hurts even creatures typically immune or healed by negative energy. Finally, when the gloomshade scores a critical hit on a successful essence of shade attack they may instead forgo damage and instead immediately cast a shadow conjuration, shadow evocation, greater shadow conjuration, greater shadow evocation or shades spell with a bonus to damage per die, a bonus to defensive casting, a bonus to pierce spell resistance and a bonus to the DC equal to the critical multiplier of the weapon used to score the critical hit.  Finally, if a spell is cast in this manner, the gloomshade may treat the shadow spell as if it were heightened by the Heighten Spell metamagic feat a number of spell levels equal to the critical multiplier. Using this ability does not require the heighten metamagic feat but does use up two spell slots of the spell level cast.
« Last Edit: November 30, 2013, 01:21:28 PM by GloomRaven »

Offline GloomRaven

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Gloomshade Spell List
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Feats
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« Last Edit: November 29, 2013, 08:52:20 PM by GloomRaven »

Offline GloomRaven

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[Alternate Class Features/Prestige  Classes/Change log]

Offline GloomRaven

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Now to figure out how to remove all the random row bits..if anyone has any idea, I'd appreciate the help!

Offline Garryl

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The "random row bits" mean that you've messed up your table code somewhere. Anything that doesn't parse as correct table code usually gets shunted up top above the table. For example, closing {row2}s with {/row} (it needs to be closed with {/row2}). Also, on the level 19 row, the "5" for the 5th-level spells/day is in the wrong place (it somehow got put outside of its {cell} block). You're also only allowed one line break between ending a {row} or {row2} and starting a new one. Putting in a second line break (ie: a completely blank line) causes problems.

Quote from: Table 1-2: The Gloomblade
LevelBABFortRefWillSpecialSpells
per day
0123456
1+0020Shadow Pool, Guild Training, Weapon Arts +1, Armored Mage51
2+1030Shadow Talent62
3+2131Shadowsight (30'), Essence of Shade +1d663
4+3141Cloak of Shadows631
5+3141Body of Darkness I, Weapon Arts +2642
6+4252Shadow Talent, Shadowsight (60')643
7+5252Essence of Shade +2d66431
8+6/+1262Improved Guild Training6442
9+6/+1363Improved Shadow Weaving, Weapon Arts +3543
10+7/+2373Shadow Talent, Dark Recovery65431
11+8/+3373Shadowsight (See in Darkness), Essence of Shade +3d665442
12+9/+4484Body of Darkness II, Shadow Pounce65543
13+9/+4484Hide in Plain Sight, Weapon Arts +4655431
14+10/+5484Shadow Talent655442
15+11/+6/+1494Greater Shadow Weaving, Essence of Shade +4d6655543
16+12/+7/+25105Quickened Strike6555431
17+12/+7/+25105Weapon Arts +56555443
18+13/+8/+36116Essence of Shade +5d66555543
19+14/+9/+46116Essence of Shade +5d66555554
20+15/+10/+56126Body of Darkness III, Critical Essence of Shade6555555

You completely forgot to end your rows in the spells known table, among other things.

Quote from: Table 1-1: Gloomshade Spells Known
Level1st2nd3rd4th5th6th
12
23
33
431
532
642
7431
8432
9442
105431
115432
125442
1355431
1465432
1565442
16655431
17665442
18765443
19765543
20765544
« Last Edit: November 30, 2013, 01:08:27 AM by Garryl »

Offline GloomRaven

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The "random row bits" mean that you've messed up your table code somewhere. Anything that doesn't parse as correct table code usually gets shunted up top above the table. For example, closing {row2}s with {/row} (it needs to be closed with {/row2}). Also, on the level 19 row, the "5" for the 5th-level spells/day is in the wrong place (it somehow got put outside of its {cell} block). You're also only allowed one line break between ending a {row} or {row2} and starting a new one. Putting in a second line break (ie: a completely blank line) causes problems.

You completely forgot to end your rows in the spells known table, among other things.

Thank you! I think all the missing/disordered spells/known spells and maneuvers have been fixed. I completely missed ending rows with row2 when looking over the table posts.

Offline Garryl

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Spells known is a bit mucky, still. My previous post has the fixed table. You can copy the code below.

Code: [Select]
[table2=1]
[row][cell]Level[/cell][cell]1st[/cell][cell]2nd[/cell][cell]3rd[/cell][cell]4th[/cell][cell]5th[/cell][cell]6th[/cell][/row]
[row2][cell][b]1[/b][/cell][cell]2[/cell][cell]—[/cell][cell]—[/cell][cell]—[/cell][cell]—[/cell][cell]—[/cell][/row2]
[row][cell][b]2[/b][/cell][cell]3[/cell][cell]—[/cell][cell]—[/cell][cell]—[/cell][cell]—[/cell][cell]—[/cell][/row]
[row2][cell][b]3[/b][/cell][cell]3[/cell][cell]—[/cell][cell]—[/cell][cell]—[/cell][cell]—[/cell][cell]—[/cell][/row2]
[row][cell][b]4[/b][/cell][cell]3[/cell][cell]1[/cell][cell]—[/cell][cell]—[/cell][cell]—[/cell][cell]—[/cell][/row]
[row2][cell][b]5[/b][/cell][cell]3[/cell][cell]2[/cell][cell]—[/cell][cell]—[/cell][cell]—[/cell][cell]—[/cell][/row2]
[row][cell][b]6[/b][/cell][cell]4[/cell][cell]2[/cell][cell]—[/cell][cell]—[/cell][cell]—[/cell][cell]—[/cell][/row]
[row2][cell][b]7[/b][/cell][cell]4[/cell][cell]3[/cell][cell]1[/cell][cell]—[/cell][cell]—[/cell][cell]—[/cell][/row2]
[row][cell][b]8[/b][/cell][cell]4[/cell][cell]3[/cell][cell]2[/cell][cell]—[/cell][cell]—[/cell][cell]—[/cell][/row]
[row2][cell][b]9[/b][/cell][cell]4[/cell][cell]4[/cell][cell]2[/cell][cell]—[/cell][cell]—[/cell][cell]—[/cell][/row2]
[row][cell][b]10[/b][/cell][cell]5[/cell][cell]4[/cell][cell]3[/cell][cell]1[/cell][cell]—[/cell][cell]—[/cell][/row]
[row2][cell][b]11[/b][/cell][cell]5[/cell][cell]4[/cell][cell]3[/cell][cell]2[/cell][cell]—[/cell][cell]—[/cell][/row2]
[row][cell][b]12[/b][/cell][cell]5[/cell][cell]4[/cell][cell]4[/cell][cell]2[/cell][cell]—[/cell][cell]—[/cell][/row]
[row2][cell][b]13[/b][/cell][cell]5[/cell][cell]5[/cell][cell]4[/cell][cell]3[/cell][cell]1[/cell][cell]—[/cell][/row2]
[row][cell][b]14[/b][/cell][cell]6[/cell][cell]5[/cell][cell]4[/cell][cell]3[/cell][cell]2[/cell][cell]—[/cell][/row]
[row2][cell][b]15[/b][/cell][cell]6[/cell][cell]5[/cell][cell]4[/cell][cell]4[/cell][cell]2[/cell][cell]—[/cell][/row2]
[row][cell][b]16[/b][/cell][cell]6[/cell][cell]5[/cell][cell]5[/cell][cell]4[/cell][cell]3[/cell][cell]1[/cell][/row]
[row2][cell][b]17[/b][/cell][cell]6[/cell][cell]6[/cell][cell]5[/cell][cell]4[/cell][cell]4[/cell][cell]2[/cell][/row2]
[row][cell][b]18[/b][/cell][cell]7[/cell][cell]6[/cell][cell]5[/cell][cell]4[/cell][cell]4[/cell][cell]3[/cell][/row]
[row2][cell][b]19[/b][/cell][cell]7[/cell][cell]6[/cell][cell]5[/cell][cell]5[/cell][cell]4[/cell][cell]3[/cell][/row2]
[row][cell][b]20[/b][/cell][cell]7[/cell][cell]6[/cell][cell]5[/cell][cell]5[/cell][cell]4[/cell][cell]4[/cell][/row]
[/table2]

Also, the maneuvers table is missing the "=1" part of the opening table2 tag to give it borders.

Offline Raineh Daze

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Spellcasting, maneuvers, a sneak attack, sizeable class-based improvements to certain schools, bonuses to weapons, another set of resources to fuel a pile of supernatural abillities... don't you think this might be overfull with features?

Offline GloomRaven

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Spellcasting, maneuvers, a sneak attack, sizeable class-based improvements to certain schools, bonuses to weapons, another set of resources to fuel a pile of supernatural abillities... don't you think this might be overfull with features?

It is, and I'm trying to find ways to tone it down. Its for use in a game with incantatrix/initiate of the seven veil wizards and DMM: persist clerics among other things though. I was  trying to make a gish that didn't need to dip PrC's/pick up templates to optimize on the theme.

I may move a number of the abilities it gains for free into the Shadow talent area or remove them altogether. The bonuses to spell DC's are intended to keep the saving throws equal to full casters who can dump Str/Con without problem and aren't relying on being in melee combat.

The sneak attack was in there from an earlier revision and has slowly been weeded down. I'm considering dropping it altogether or moving it into the shadow talents.  Weapon bonuses were intended to make sub-optimal weapons better picks (a single one handed weapon, whip, scythe) instead of every build switching to using either a greatsword for damage or guisarme for lockdown/reach tactics.

The shadow pool is there to provide PrC type ability choices that can be gained at higher levels.

One solution may be removing the essence of shade, two-weapon fighting bonuses and shadow pool and supplanting them with an entirely new homebrew discipline and then improving the number of maneuvers known/readied slightly (still below crusader/warblade). Possibly giving Dark Recovery out earlier so even with less maneuvers readied, the class can spend spells to gain more uses rapidly. Spells are generally a better choice than a maneuver though.
« Last Edit: November 30, 2013, 01:31:06 PM by GloomRaven »

Offline GloomRaven

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Spells known is a bit mucky, still. My previous post has the fixed table. You can copy the code below.


Also, the maneuvers table is missing the "=1" part of the opening table2 tag to give it borders.

Thank you! Altered & Fixed.