Wednesday, March 3, 2010

Class Ideas: NIGHTBLADE

So, the players are wanting me to write up a few things on what classes they might want to be.

NIGHTBLADE:
Nightblades are magic atuned (mages, clerics, elves, ect.) or stealth classes that, once level 9, use their magic to cover their movements, to enhance their subterfuge, and enhance mobility. Nightblades tend to be used as spies, assassins, thievery, or other agent jobs.
Requirements: Intelligence and Dexterity must be high. One must be 16 or higher and the other must be 14 or higher. Needs at lest one skill point in Endurance. At least two in Acrobatics, Alternate Magics and Knowledge of Magic.

Weapons: Either Clerical or Magic User (you must choose a path)
Armor: Leather Armor only. Shield okay, but must be Leather or something similar.
Spells: Cannot cast spells higher than 5th level clerical spells or 7th level magic user spells. A nonmagic Base Class may choose between the two. For Clerical the max will be 7/6/5/4/4 at level 19.
For Magic User spells, the max will be 6/5/5/4/4/3/2 at level 17.

Theif Skills: Nightblades only have Open Locks, Climb Walls, Move Silently, Hide in Shadows, and Hear Noise. Level up the same way.
Starting spells:
Night's Shadow: Once every 12 hours when there is no sun above you, you may gain a bonus 25% to Hide in Shadows and Move Silently for (Your level x 2) turns.
Hidden Shield: Three times a day (a period of rest), a Nightblade may give him/herself a bonus of -2 the AC.
Stealthy Dodge: Two times a day (a period of rest), a Nightblade may resist the next few points of damage. Does not stack. The amount resisted is equal to 10% rounded up of the Nightblade's natural hit points.

Double critical hit range. Has thief's backstab ability. Can use magic user or clerical scrolls and items as well as theif items.

+1 bonus to Int or Dex checks. Also +1 to bonus modifier for Int and Dex.

If Clerical Path: Retain or gain abilities of turn undead
If Magical Path: Retain or gain weapons that theives may use.

next up, Illusionist

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