NightWalkerHD:d12
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +2 | Nightwalker Body, Daylight Aversion, Chilling Blow, +1 Str |
2 | +1 | +0 | +0 | +3 | Darkness Skin, +1 Str |
3 | +1 | + 1 | +1 | +3 | Creeping Shadow, +1 Str |
4 | +2 | + 1 | +1 | +4 | Evil Gaze, +1 Cha, +1 Str |
5 | +2 | + 1 | +1 | +4 | Stalking Shadow,+1 Str |
6 | +3 | + 2 | +2 | +5 | Growth, Sudden Darkness, +1 Str |
7 | +3 | + 2 | +2 | +5 | Consuming Shadow, +1 Str |
8 | +4 | + 2 | +2 | +6 | Summon Darkness, +1 Cha, +1 Str |
9 | +4 | + 3 | +3 | +6 | Overwhelming Shadow, Nightmare,+1 Str |
10 | +5 | +3 | +3 | +7 | Desecrating Aura, +1 Str |
11 | +5 | + 3 | +3 | +7 | Master Shadow, +1 Cha,+1 Str |
12 | +6 | + 4 | +4 | +8 | Growth, Darkness Fist, +1 Str |
13 | +6 | + 4 | +4 | +8 | Crushing Shadow, +1 Cha, +1 Str |
14 | +7 | + 4 | +4 | +9 | Crush, +1 Str |
15 | +7 | + 5 | +5 | +9 | Unstopable shadow, +1 Cha, +1 Str |
16 | +8 | + 5 | +5 | +10 | Eclipse, +1 Str, +1 Cha |
Skills:2+int modifier per level, quadruple at firt level, No class skills.
Proficiencies:The Nightwalker is proficient only with its own natural weapons
Features:Nightwalker Body: a NightWalker loses all other racial modifiers and gains the following undead traits
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturaly.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
The NightWalker is a medium sized undead with two natural slam attacks dealing 1d6+Str modifier damage each and base speed 40 feet. The NightWalker takes no penalty for attacking with both slams at the same time. Any class levels the NightWalker takes have their HD increased to d12.
In addition, a Nightwalker gains a Natural armor bonus equal to its Charisma modifier and is immune to Cold.
Nightwalkers cannot speak, but they have telepathy out to 20', with an additional 5 feet per HD
Daylight Aversion: If exposed to natural daylight (not merely a daylight spell), a NightWalker take a -4 penalty on all attack rolls, saving throws, and skill checks. The nightwalker can avoid this penalty by wearing a cloak or some other sort of heavy cloaking.
In return, a Nightwalker gains +1 insight bonus to attack rolls, saving throws, and triple that insight bonus for skill checks while in an area of darkness. This bonus increases by 1 for every 5 HD of the Nightwalker.
Chilling Blow:The NightWalker can use Detect Magic as a SLA 2/day per HD, starting and maintinaining concentration as a Swift action, and may temporarily paralyze parts of an opponent's body, or force them to drop what they're carrying. Whenever the NightWalker hits an opponent with one of their slam attacks, they may choose to perform a disarm attempt as a free action whitout need of a touch attack against said opponent whitout provoking attacks of opportunity. Unlike a regular disarm, you can attempt it against a natural weapon, and if you succeed it cannot be used for 1 round.
Darkness Skin:At 2nd level, the NightWalker gains DR/Silver and a racial bonus on Hide and Move Silently checks equal to 2+Nightwalker level+half their other HD.
At 6th level it improves to DR/Silver and magic
Ability Increase: The Nightwalker gains a permanent +1 to Str at all levels and +1 to Cha at levels 4, 8, 11, 13, 15, 16, for a total of +16 Str and +6 Cha at level 16.
Creeping shadow:At third level, the Nightwalker can begin to manipulate light and shadow, gaining the ability to use Deeper Darkness, Invisibility and See Invisibility as SLAs, each 1/day per HD.
The Deeper Darkness SLA of the NightWalker counts as having a level equal to half the NightWalker's HD for purposes of countering/dispelling light spells.
Evil Gaze:. At 4th level, as a standard action, the NightWalker may look directly into an opponent within 30 feet, which must succeed on a DC 10+1/2HD+Cha mod Will save or be paralyzed with fear for 1 round. Whether or not the save is successful, that creature cannot be affected again by the same NightWalker’s gaze for 24 hours. This also grants the Nightwalker a racial bonus on Spot and Sense Motive checks equal to 4+HD.
This is a gaze attack subject to all the normal flaws and drawbacks of this kind of attack, plus that it targets a single creature and needs a standard action to use.
At 8 HD the NightWalker may use this as a move action.
At 12 HD it can affect creatures normally immune to fear, but they gain a +5 bonus on their saves.
At 16 HD this becomes a full power gaze attack, affecting all whitin 30 feet of the NightWalker whitout need of actions.
Stalking Shadow:At 5th level the NightWalker can use Contagion, Haste and Dispel Magic as SLAs, each 1/day for each 2HD. Save DCs are 10+1/2 HD+Cha modifier.
At 10 HD the NightWalker's contagion can affect even creatures immune to disease, but they gain a +5 bonus on their Fortitude saves to resist it.
At 11HD the Dispel Magic upgrades to Greater Dispel Magic.
Growth: At 6th and 12th level of this class the NightWalker grows one size category.
If all levels of the NightWalker were taken, it grows one more size category upon reaching 18 HD.
Sudden Darkness: At 6th level, the Nightwalker can use Deeper Darkness as an immediate action, and gains a racial bonus on Concentration and Spellcraft equal to 4+HD.
Consuming Shadow: At 7th level the NightWalker can use Unholy Blight 1/day per 3 HD, except that it affects creatures of all alignments except evil undead like they were good creatures, and it has no Maximum damage limit.
Against actual creatures of good alignment, it counts them as good outsiders.
Against actual good outsiders, it deals 1d8 damage per caster level.
Summon Darkness:at 8th level the NightWalker can summon forth 1d2 shadows 1/hour as a standard action. They arrive instantly and serve for 1 minute per HD. Undead summoned this way can never spawn other undead. In addition it gains a racial bonus on Search and Survival checks equal to 4+HD.
At 10 HD the NightWalker may summon 1d4 shadows or 1d2 Wraiths instead.
At 12 HD the nightwalker may summon 1d6 shadows, 1d4 Wraiths or 1d2 Greater shadows instead.
At 14 HD the nightwalker may summon 1d8 shadows, 1d6 Wraiths, 1d4 Greater shadows or 1d2 Dread Wraiths
At 16 HD the summoned Undead can deal half ability damage/drain to oponents normally immune to it.
Overwhelming shadow:At 9th level the NightWalker can use Cone of Cold as a SLA 1/day for every 4 HD it has, except that it has no Maximum damage, and oponents are entangled for 1 round per HD if they fail their saves, or for 1 round if they suceed on their saves.
Nightmare: at 9th level the NightWalker can fly with poor maneuverability at half its land speed, and gains SR equal to 11+HD.
Desecrating Aura: At 10th level a NightWalker gives off a 20-foot radius emanation of utter desecration, imbuing their surroundings with negative energy. This ability works much like a desecrate spell, except that the nightshade’s evil is so great that it is treated as the shrine of an evil power. All undead within 20 feet of the nightshade (including the creature itself) gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. Charisma checks made to turn undead within this area take a -6 penalty. In addition the Nightwalker itself gains a racial bonus on Knowledge(Arcana) and Spellcraft checks equal to 4+HD.
A nightwalker's desecrating aura cannot be dispelled, but its suppressed if a nightwalker enters a consecrated or hallowed area, altough the nightwalker's presence also suppresses the consecrated or hallowed effect for as long as it remains in the area.
Master shadow:At 11th level the NightWalker can use Confusion and Hold Monster as SLAs 1/day for every 4 HD it has. Save DCs are 10+1/2 HD+Cha modifier.
Darkness Fist: at 12th level, whenever the NightWalker hits an opponent with its slam attack, it may spend one of his Deeper Darkness as a free action on that opponent to cover his eyes with pitch black, making it become blind for 10 min per HD. A reflex save with DC 10+1/2HD+Str mod prevents the blindness.
Crushing shadow:At 13th level the NightWalker can use Planeshift and Shadow Walk as SLAs 1/day for every 5 HD. Save DCs are 10+1/2HD+Cha mod.
Crush:At 14th level a NightWalker can destroy any weapon or item at least one size category smaller than itself (even magic ones, but not artifacts) by picking it up and crushing it between its hands. The nightwalker must make a successful disarm attempt to grab an item held by an opponent. The item is entitled to a DC 10+1/2HD+Str modifier Fortitude save to resist destruction.
If it fails, it's crushed into fine diamond powder worth the same amount as the destroyed item.
This also allows the NightWalker's to automatically destroy lasting magical effects (even ones such as a Wall of Force) by hitting them with his Slam attack and spending one of his Greater Dispel Magic uses.
Unstopable shadow: At 15h level the NightWalker can use Finger of Death as a SLA 1/day for every 6 HD it has, except that it also affects creatures immune to Death effects, including other undead, which are reduced to dust. Those creatures gain +5 on their saves to resist this however. Save DC is 10+1/2 HD+Cha mod.
Eclipse:At 16th level, 1/day as a standard action, the NightWalker can block the very Sun (or whatever main source of light illuminates the current plane it is on) on top of smoothering all other light sources by covering them with pitch black. Mundane fires, lanterns and the like grow dark (but aren't actually put out) and even magic sources of of light are suppressed unless they're from artifacts. This means the NightWalker and other creatures that are normally vulnerable to daylight take no penalty for the duration of the eclipse, wich lasts 10 minutes per HD.
Spells with the light descriptor of 8th level or lower are automatically countered/dispelled on a radius of 1 mile per HD centered on the NightWalker during the duration of the Eclipse.
Finally, during the Eclipse, all the bonus from the Desecrating Aura becomes equal to the Nightwalker's HD/2, its area increases to a radius of 5 feet per HD, and the penalty to turning increases to -10.
Comments:
In Soviet Russia, the Darkness attacks you!
Ahem, the Nightwalker is a shaddow-focused undead, altough it itself is corporeal, and instead of ability damage/drain it focuses on breaking stuff up.
At first level you've got a disarmer/sunderer that's also usefull against weaponless oponents. As the NightWalker grows it unlocks DR, some skill bonuses, a wide variety of SLAs focusing on stealth and debuffing/disabling, size increases, minions, flight, SR and some other goodies, making for a quite versatile monster. I buffed some of the more limited SLAs to give it some extra punch.
The signature ability, Crush can also be used to break down Walls of Force and the like, and I gave it Shaddow walk because it seems to fit.
As a capstone you can literally cover the land in darkness for some hours, allowing you and your minions to spread terror unchecked by pesky daylight.
If you want to play a walking solid shaddow that smoothers all hope wherever it goes, the NightWalker is for you.