GloomHD:d8
Level Bab Fort Ref Will Feature
1 +1 +0 +2 +0 Gloom body, Sneak attack +1d6, Quietescence, +2 Dex
2 +2 +0 +3 +0 True Strike, Gloom dagger, +1 Int
3 +3 +1 +3 +1 Sneak attack +2d6, Trapfinding, +1 Dex
4 +4 +1 +4 +1 Poisoner, +1 Dex, +1 Int
5 +5 +1 +4 +1 Sneak attack +3d6, Armor Piercer, +1 Dex
6 +6 +2 +5 +2 Terror, +1 Int
7 +7 +2 +5 +2 Sneak attack +4d6, Sudden Backstab, +1 Dex
8 +8 +2 +6 +2 Oportunist, Blindsight, +1 Int
9 +9 +3 +6 +3 Sneak attack +5d6, Vile Poison, +1 Dex
10 +10 +3 +7 +3 Shadow Walk, Armor Breaker, +1 Int
11 +11 +3 +7 +3 Sneak attack +6d6, Shadow jump, +1 Dex
12 +12 +4 +8 +4 Gloom cloack, Hide in plain sight, +1 Int
13 +13 +4 +8 +4 Sneak attack +7d6, Shadow concealment, +1 Dex
14 +14 +4 +9 +4 Killing edge, +1 Dex, +1 Int
15 +15 +5 +9 +5 Sneak attack +8d6, Armor Ravager, +1 Dex
16 +16 +5 +10 +5 Killing blow, +1 Dex, +1 Int
17 +17 +5 +10 +5 Sneak attack +9d6, Superior Edge, +1 Dex
18 +18 +6 +11 +6 Gloom speed, +1 Dex, +1 Int
19 +19 +6 +11 +6 Sneak attack +10d6, Creeping Poison, +1 Dex, +1 Int
20 +20 +6 +12 +6 Killing strike, Marked for Death, +1 Dex, +1 Int
21 +21 +6 +12 +6 Sneak attack +11d6, Pure Lethality, +1 Dex, +1 Int
22 +21 +7 +13 +7 Gloom Specialist, +1 Dex, +1 Int
23 +22 +7 +13 +7 Sneak attack +12d6, Undetectable Strike +1 Dex, +1 Int
24 +22 +8 +14 +8 Gloom Master, +1 Dex, +1 Int
25 +23 +8 +14 +8 Sneak attack +13d6, Master Poisoner, +1 Dex, +1 int
Skills: 8+Int modifier per level, quadruple at 1st level, class skills are Apraise(Int), Balance(Dex), Climb(Str), Concentration (con), Craft(any) (wis), Diplomacy(Cha), Disable Device(Int), Escape Artist(Dex), Heal (wis), Hide(dex), Intimidate(Cha), Jump(Str), Knowledge (any) (int), Listen (wis), Move silently (dex), Open Lock,Search (Int), Spot (wis), Survival (wis), Swim (Str), Use Rope (Dex), Use Magic Device(Cha)
Proficiencies: simple weapons
Features:Gloom body: the Gloom loses all other racial bonus and gains monstrous humanoid traits (basically darkvision 60 feet). It is a medium sized monstrous humanoid with base speed 30 feet.
The Gloom also gains an insight bonus to AC equal to its Int modifier,
Quietescence:The Gloom can produce an effect very similar to the Silence spell (CL=HD, save=10+1/2HD+Int modifier). Starting this effect takes a standard action and the Gloom can maintain it for a number of rounds equal to HDxInt mod per hour. The Gloom can split these rounds during several utilizations, ending them as a free action and restarting as another standard action.
Unlike a silence spell, the Gloom may choose to affect only the target of the effect to be silenced. It may change between the area and singular target versions as a swift action.
If it uses this ability on an unwilling flat footed creature, the save DC is 10+HD+Int mod.
Sneak attack: As the rogue ability, increases as shown in the table
Ability Score Increase: The Gloom gains +2 Dex at first level and
+1 Dex at levels 3, 4, 5, 7, 9, 11, 13, 14, 15, 16, 17, 19, 20 21, 22, 23, 24 25
+1 Int at levels 2, 4, 6, 8, 10, 12, 14, 16, 18, 19, 20, 21, 22, 23, 24, 25
For a total of +15 Dex and +11 Int at level 20, and +20 Dex and +16 Int at level 25.
True Strike: the Gloom can use true strike as a SLA 1/day for each HD it has.
At 5HD it can use it as a move action. At 10 HD as a swift action. At 15 HD as a free action.
Gloom dagger: The Gloom crafts a dagger out of his own dark soul. Even if dropped, thrown or stolen the Gloom dagger can be made to mysteriously reappear on the Gloom's hands as a free action. The Gloom can thus use the Gloom dagger to perform multiple iterative thrown attacks and can never be truly disarmed. It can melt the dagger in his body and bring it forth in his hand as a free action. This dagger always projects a shadow that is enough to activate Gloom abilities that demand a shadow.
It's stats are like a regular dagger, but it gains an enchantment bonus of +1 for every 2HD of the Gloom. It can only have a +5 enchantment bonus to attacks and damage, but enchantment points can be spent to get special abilities like keen. The Gloom can change his dagger's properties with 8 hours of meditation.
If the Gloom has more than 20HD, it can choose to get epic properties and/or an enchantment bonus to damage and attacks up to +10.
Trapfinding: As the rogue ability, but applying to the Gloom.
Poisoner: A sharp blade isn't always enough to finish the job. The Gloom learns how to create one dose of any poison from raw substances worth 1/10th of that poison's market price and one hour of work by adding a pinch of his dark soul, but they can only be applied to his Gloom Dagger, being thus useless for merchants. The Gloom is always immune to his own crafted poisons.
At 8 HD the Gloom can apply poison as a move action.
At 12 HD the Gloom's poisons can affect creatures normally immune to them, but they receive a +5 bonus on their saves.
At 16 HD the Gloom can apply poison as a swift action.
At 20 HD the Gloom can apply poison as a free action, basically making all his attacks poisoned as long as he has enough doses.
Armor Piercer: Each blow of the Gloom has 25% chance of ignoring all immunities to crit and sneak attack, uncanny Dodge, Concealment and Cover less than total of the target.
Terror: The Gloom knows how to use his body language to strike pure fear on the hearts of his victims. Starting this effect takes a standard action and the Gloom can maintain it for a number of round equal to HDxInt mod per day. The Gloom can split these rounds during several utilizations, ending them as a free action and restarting as another standard action.
Enemies that look at the Gloom while he's using his terror ability must make Will save at the start of their turn with DC 10+1/2HD+Int modifier or be affected as by a Fear spell with CL=HD. They must make the save even if the Gloom exited their field of view, as long as they looked at him at any point during the last or current round.
If the enemy is flatfooted, the DC increases to 10+HD+Int modifier.
At 11 HD this affects even opponents immune to fear, but they gain a +5 bonus on their saves.
Sudden Backstab: Trying to run away from the Gloom only makes his job easier. Now every sucessful attack of opportunity from the Gloom is considered a Sneak Attack.
Opportunist: as the rogue ability
Blindsight: as the srd ability, 60 feet.
Vile Poison: The Gloom adds its Int modifier to the DC of its poisons.
Shadow Walk: SLA as the spell 1/day for each HD, Save DC=10+1/2HD+Int mod.
Armor Breaker: Each blow of the Gloom has 50% chance of ignoring all immunities to crit and sneak attack, Uncanny Dodge, Concealment and Cover less than total of the target.
Shadow jump: the Gloom may, once per turn as a swift action, teleport to any shadow it can see within 60 feet. Empty squares adjacent to creatures always count as having enough shadows to teleport with this ability.
Gloom cloak: The Gloom gains SR=11+HD and DR/magic equal to half it's HD. It may rise or lower it's SR as a free action at any time, even if it isn't its turn.
Hide in plain sight: as the shadow dancer ability.
Shadow concealment: While standing in a shadow, a Gloom gains 10% concealment for each 4HD it has, up to 50% at 20HD. Neither darkvision or True sight deny this effect, but any effect that removes the shadow will. Adjacent creatures always count as providing a shadow.
Killing edge: Whenever the Gloom delivers a successful critical, it adds +1d6 damage to the damage. If the weapon has an higher crit mod than normal, it deals an extra +1d6 for each point that it is higher than x2 (+2d6 for x3, +3d6 for x4, etc)
In addition, for any simple weapon it wields, the Gloom can either replace the threat range by half its int modifer, or the crit multiplier by half its int modifier.
So, a Gloom with an int of 22 could either make a normal dagger threaten a crit on a range of 18-20 or change the dagger's crit multipler to x3.
Killing blow: Creatures that suffer a successful crit from the Gloom must make a save (Fort, Reflex or Will, Gloom's choice) 10+1/2HD+Dex modifier+Int modifier or instantly die. Creatures immune to crits are immune to this effect, but Armor breaker/ravager/piercer/killing strike bypasses that.
Armor Ravager: Each blow of the Gloom has 75% chance of ignoring all immunities to crit and sneak attack, uncanny Dodge, Concealment and Cover less than total of the target.
Superior Edge: The Gloom now adds its Int bonus as an insight bonus to attack and damage rolls with any light weapon that deals slashing or piercing damage.
Gloom speed: The Gloom can take one extra standard or move action per turn. The Gloom now also ignores immunity to being caught Flat-footed from its opponents.
Creeping Poison: When the Gloom inflicts poison with Sneak Attack, increase the poison's DC by an amount equal to the number of sneak attack damage dice inflicted.
Killing strike: Each blow of the Gloom completely ignores immunities to crit/sneak attack, miss chances, mirror images, Uncanny Dodge, Cover less than total and Concealment of the target.
Marked for Death: As a swift or move action the Gloom may pick a creature it can see. It can now use Shadow Jump to teleport into that creature's own shadow(every creature projects a shadow somewhere, even the purest god) and appear in any square adjacent to them regardless of the distance or even if they're in different planes. The Gloom may also attempt a Hide check as a free action against the victim by remaining in their blind point. If the victim is in the air, the Gloom only falls when its turn ends. The Gloom may only have one Marked for Death victim at a time, picking a new one ends the previous.
Pure Lethality: As a swift action, the Gloom can make its Gloom Dagger mimic the material properties of any
Pure Metal material, counting as phantasmwork quality. This lasts until the Gloom changes it again as another swift action. The Gloom can still use its own abilities.
Gloom Specialist: The Gloom can use his Quietescence, terror, true strike and shadow walk abilities any number of times per day it wishes, all as free actions, but no more than 1/round each. His DR improves to DR/epic. His terror ability can now affect creatures immune to fear.
Undetectable Strike: If you notice a Gloom, it's already too late. The Gloom is automatically aware when another creature manages to spot/smell/blindsight/blindsense it, and can choose to inflict an automatic hit on the victim with its Gloom dagger, the target counting as flat-footed and ignoring all defensive abilities that may prevent/hinder landing the blow. Roll an attack roll against AC anyway to see if you crit. When enemies roll Initiative against the Gloom, they also suffer an equal automatic strike. Distance is not a factor. The Gloom had already stabbed them before, they're just realizing they've been wounded now.
Gloom Master: As a free action, the Gloom can teleport to any shadow it can see within 60 feet (or the Shadow of its Marked for Death victim). While standing in a shadow, all attacks against it suffer a 75% miss chance. This miss chance now applies even to area attacks-the Gloom is literally a flickering shadow! It may use this teleport ability a number of times per round equal to his Dex modifier, even if it isn't it's turn. It can also change his Gloom dagger's properties as a swift action.
Master Poisoner: the Gloom can now instantly craft any poison he has ever crafted for free as a free action and apply it to his dagger, but no more than 1/round, and if not used until the start of the next turn, the poison is wasted.
The Gloom is an assassin that strikes from the shadows like nobody else. Nobody is safe from it. And when you see him, it's already too late for you
Like the phoenix, the Gloom wasn't that strong for an epic monster, so I pimped him all around.
First of all buffed up his silence ability so it's more versatile and you can use it to silence pesky spellcasters. You can notice several epic feats filling dead levels pre-epic, they're based on the feats he gets in the epic handbook. They're all powerfull, ranging from extra actions to insta-gib with crits, but since the gloom's geting them at medium-high levels when casters rule the jungle, it isn't that bad. The gloom also gets anti-crit immunities to deliver the pain to constructs, undeads and fortified adventurers. Also unlike most other monsters here, it has only two simple SLAs, is medium sized, and doesn't grow in size nor he gets much extra ability scores. Focused on Dex and Int.
The epic levels allow him to use most of his abilities at will, faster and better.
Full BAB, one good save and d8HD. A rogue gets more proefeciencies and defensive/utility abilities. The Gloom is more glass-cannonish, but hits pretty hard.