Eshin Nightlady"Slay kill. Poison for manthings, point-ears and dwarf-thing alike.
You owe your fur to the Nightlady!…"-Snikch Ink-Eyes, Eshin NightladyOne thing that makes Eshin clan stand out from the other Skaven clans is that while the other rat people are constantly
loudly lying boasting about their deeds and possessions to anyone who’ll hear them, the agents of Eshin prefer more discrete lifes. Thus some of their best give up on becoming Vermin Lords and prefer instead to act from the shadows, receiving the title of Nightlady for their dedication to the art of sneaky stealthy stabbings in the dark.
Prerequisites:-Skaven Race
- All 6 levels of Eshin Agent.
-Must have assassinated 13 sentient beings without anyone finding out.
-Nongood alignment
HD:d6Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +0 | +2 | +0 | The Thirteen Terror Tactics |
2 | +1 | +0 | +3 | +0 | The Thirteen Terror Tactics |
3 | +2 | +1 | +3 | +1 | The Thirteen Terror Tactics |
4 | +3 | +1 | +4 | +1 | The Thirteen Terror Tactics |
5 | +3 | +1 | +4 | +1 | The Thirteen Terror Tactics |
6 | +4 | +2 | +5 | +2 | The Thirteen Terror Tactics |
Skills:8+int modifier per 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)
Proficiencies: Simple Weapons, Kukri, Sap, Short Sword, Kama, Siangham, Net, Shuriken.
Features:The Thirteen Terror Tactics: At each Eshin Nightlady level pick two of the following options, except at 6th level where you can pick the last three.
Unyielding Shadow- You gain permanent concealment, which is improved to total concealment if you would gain concealment from shadows. In addition as a move action you may blend in with another creature’s shadow whitin 30 feet, meaning that you instantly move adjacent to them without provoking any AoOs and from now on until you blend with another creature's shadow or you move away from them, when they move you go along (even by magic means such as teleport, you can slip by the astral holes right away), not taking any penaly for moving this way with your hide/move silently checks.
Claw Marked Treaty Pact- A Nightlady isn’t just following orders anymore and is expected to delegate work and take care of assorted bureaucracies. They gain Leadership as a bonus feat except they may use Int instead of Cha, all minions must be Skaven with only Eshin Agent and/or Rogue levels that start with no gear and lost followers/cohorts can be replaced in 1d12+1 hours with no penalty. If a 13 is rolled this way, the new recruits add your Int mod to all 1d20 rolls and damage rolls for 13 minutes. In addition they can all be counted upon to kill themselves in a specially messy way that prevents Speak with Dead before they would be captured/charmed/dominated/similar to avoid interrogation. If they already had leadership, they may swap it for another feat they qualify for. Alternatively to Leadership, the Eshin Nightlady may focus on administrating supplies, allowing her pick three Scavenge Pile options, plus her warpmusket, Tail Weapon and warplock pistols each gain a +1 magic enhancement bonus to attack and damage rolls per 3 HD. This magic enhancement may be traded by other magic enhancements of equivalent value such as Keen with 1d12+1 hours of shady trade deals at any urban or skaven area. If a 13 is rolled this way, you gain an extra +1 magic enhancement of your choice to all of them that'll last only 13 minutes.
Arsenic Acceptance-If the Nightlady would be affected by a poison, instead any ill effects are reversed, so for example a poison that would deal ability damage instead heals that ability damage instead, plus she and gains the Poison Contract option from the Scavenge Pile. If they already had it, they now can gain twice as much poisons every day.
Steal information- Starter Eshin agents learn how to steal things, advanced Eshin assassins learn how to steal lifes, Nightladies learn that there’s something even more valuable to be stolen through specially esoteric means. The Eshin Agent learns to speak, read and write every language like under a permanent Tongues effect. At their discretion after they hear something the speaker and others who heard it will forget in 1d12+1 hours. At their discretion after they read something all copies of that text will disappear in 1d12+1 hours. The Nightlady can eat somebody helpless or dead of their size as a fullround action, in which case they they can replicate a Speak with Dead on them with CL=HD and using Int for the save. At their discretion in 1d12+1 hours the answers to the questions answered this way are forgotten by everybody else but the Nightlady. If a 13 is rolled for any of those durations, after that time the Eshin Nightlady can add her Int mod to Gather Information, Indimidate and Sense Motive checks for the next 13 minutes.
Treacherous Schemining Paranoia-Keep your friends close, and your enemies a bit further away so your friends are in the way and you can keep an eye on all of them at the same time. While adjacent to an ally, the Nightlady can’t be flanked, is never flat-footed, gains Improved Evasion and Mettle and can always act on a Surprise Round, while the ally loses any such ability while adjacent to the Nightlady as they’re being used as a meat shield.
Unseen Force-The Eshin Nightlady gains a special Silence and Invisibility effects on herself. The Silence only affects herself, but if she damages an enemy, they must succeed on a Will save with DC 10+1/2 Ranks in Move Silently+Int mod or be rendered under an equal Silence effect as well for 1d12+1 rounds. Such is the deepness of this silence the target can't hear their own toughts, making it impossible to use SLAs, psionics and telepathy! If the Invisibility effect is broken, the Eshin Nightlady can restart it as a move action. In addition anti-Invisibility effects such as See Invisibility, Invisibility Purge, True Seeing and similar fail if the source is whitin a radius of 5 feet per rank in Hide centered on the Eshin Nightlady. By focusing as a swift action she may increase this effect to Improved Invisibility for 1 round. Any shurikens and slings she uses can convert all their damage to Force damage. If you had the Cloak of Concealment ability, you may swap it for another Eshin Agent ability of the same tier.
High Executioner-The Nightlady gains +1d6 sneak attack per 2 Eshin Agent levels and per 2 Nightlady levels. Once per round as a free action they may choose a target to lose their Dex bonus to AC against the Nightlady for 1 round.
Nightmistress-The Nightlady gains +1 Dex per 2 Nightlady levels plus Darkvision with unlimited range. During the night they can re-roll any one die per round and any natural 13s they roll on saves or attacks count as natural 20s.
Poisonclaw-The Nightlady lets her nails grow, sharpening and carving them with runes. The Nightlady gains two natural claw attacks dealing 1d6 base damage each, plus each has +1 magic enhancement bonus to attack and damage rolls per 3 HD, except they don’t detect as magic and it takes a search or spot check with DC 20+HD+Int mod to see them as the dangerous weapons they are. This magic enhancement may be traded by other magic enhancements of equivalent value such as Keen with 1d12+1 hours of careful manicure. If a 13 is rolled this way, you gain an extra +1 magic enhancement of your choice to all of them that'll last only 13 minutes. Finally a single dose of poison is enough to coat both claws and it’ll last for a number of hits equal to the Nightlady’s Int mod. Alternatively, the Nightlady may improve her Bite attack instead of one her of claws.
Unexplainable Bad Luck-As a standard action the Nightlady may subtly sabotage a creature whitin 30 feet so that for 1d12+1 rounds (Fortitude save DC 10+1/2 HD+Int mod reduces duration to 1 round) they must re-roll all their 1d20s and take the worst result or receive a Bestow Curse effect of your choice with the same duration. The victim only notices you were the source if they succeed on a Spot check against a Hide check from you, nobody else has a chance to notice. If the Nightlady repeats this three times in a row on the same creature the effect will last 1d12+1 hours instead.
No Proof Ever Found: The Nightlady can be in two places at the same time, although only one gets a fullround worth of actions every round and the other may just make a move and free actions. They each take damage and ill effects in separate, and if either would be killed/destroyed there’s only 50% chance it was the real Nightlady, otherwise it was just a doomed cunning decoy, that shall be replaced in 1d12+1 hours! As an Immediate action the Nightlady may pick either place to be the decoy one, but then the ruse is up and it takes 1d12+1 hours to get a replacement. Either way if a 13 is rolled for the duration, then it happens right away. Additionally the Nightlady gains +1 Int per 2 Nightlady levels and at her discretion she never leaves any proof of her deeds, perfectly covering her tracks from both mundane and magic means of observation unless one was whitin 30 feet of either the Nightlady or their target when the deed was done.
Perfect Poisoner: Any one dose of poison applied to a weapon or ammo lasts until a new poison is applied. In addition when you threaten a critical hit with a poisoned weapon, your opponent must roll the save twice and take the worst result! In addition, increase the DC of poison delivered by the Nightlady by their Int mod. Any poisoned weapon they use deals damage as if it was one size category bigger while coated in poison. If the Nightlady has 12 or more HD then poisons they use can affect even targets normally immune to them, but they gain a +5 bonus on their saves. If you had either the Lingering Poison or Weeping Blades abilities, you may swap them for others of the same tier.
Stealth Sorcery: The Nightlady gains sorceror spellcasting of a level equal to half (Eshin Agent+Nightlady) levels. They can only learn Illusion spells from the sorceror spell list (plus Silence from the cleric list, counts as arcane), but can use their Int mod instead of Cha for casting stat and can freely apply the Silent and Still metamagics to such spells with no increased casting time, although they may let select observers hear/see their casting. As a standard action they may make one basic attack with a Sling, Kukri, Sap, dagger, Kama, Siangham, Net, Shuriken and cast a spell that would take a standard action or less. Alternatively, if you have the Infernal Bomb ability, you may gain Sorceror spellcasting of a level equal to your ranks in Disable Device-3 except you can only learn Evocation spells, use Int instead of Charisma and can't actually cast spells. Instead 1/day with 1 hour of fervent work you may expend each of your spell slots to create a Sorcery Bomb of the same level. They work as Infernal Bomb except that when it detonates it replicates an Evocation spell you know of the same level as the Sorcery Bomb centered on the square or targeting anybody in the same square if it needed a target. This isn't actually the bomb changing at the last moment, it's just dumb luck the Eshin Nightlady planning that far ahead.
Tjallen a sneaky alternative to the Vermin Lord for skaven, I had burst of inspiration and an hour to burn at lunch so here it is.
So if you want to play even more rat ninja, the Skaven Nightlady's for you!