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The Nightblade
History Geography Religion Adventure

The Nightblade

He is the peasant’s paladin, and the backalley hero. The Nightblade has made it his personal quest to rid his city of violent crime. He uses the criminal’s own methods to root them out and destroy them, yet he remains the hero and savior of the helpless victim.

 

The Nightblade is a warrior who seeks to cleanse the streets of crime. He is a vigilante and champion of the weak. Nightblades tends to work outside the law, yet will work with the law if it serves their purposes. Nightblades may never be lawful, and are usually, though not always, good alignment. The Nightblade is attuned to the ways of his city in the same manner as a ranger is to the forest. The Nightblade is wise in the ways of his chosen streets. He can discerntain all aspects about his environment. These include detecting a criminal who is casing a target, the movements of local gangs, and the imminence of a crime. 

 

One Nightblade may have suffered personally at the hands of criminals and be bent on revenge. Another might have lost loved ones to knives in a dark alleyway. Still another could be atoning for the time he himself spent on the wrong side of the law. Whatever the cause, a Nightblade has a burning desire to avenge crimes and bring criminals to justice.

 

Nightblades fall into two general types. There are those who work alone, in which case it is rare for more than one to occupy a single city. These types tend to lead a double life, posing as a working class citizen when not seeking justice. Then there are secret societies, usually funded by a wealthy noble or merchant, which may have several Nightblade members, along with informants and guards who work with the society. Player characters can be of either type.

Requirements:

To become a Nightblade, the character must fulfill all of the following criteria.

 

Alignment:

Although a staunch supporter of the law, the Nightblade must be willing to bend or break it in order to exact revenge or deliver justice, as such, Nightblades may never be of a lawful alignment.

 

Skills:

Gather Information 5 ranks; Intimidate 8 ranks; Search 5 ranks; Sense Motive 8 ranks

 

Feats:

Alertness, Investigator

Class Features:

Skill Points at Each Level:

6 + Int modifier.
The Nightblades class skills (and the key ability for each skill are) Balance (Dex), Bluff (Cha); Climb (Str); Craft (Int); Decipher Script (Int); Disable Device (Int); Disguise (Cha); Escape Artist (Dex); Forgery (Int); Gather Information (Cha); Hide (Dex); Innuendo (Wis); Intimidate (Cha); Jump (Str); Listen (Wis); Move Silently (Dex); Open Lock (Dex); Search (Int); Sense Motive (Wis); Sleight of Hand (Dex); Spot (Wis); Swim (Str); Tumble (Dex); Use Magic Device (Cha); Use Rope (Dex).

(See Chapter 4 in the Player's Handbook for skill descriptions).

 

Hit Die:

1d8 hit points per Nightblade level.

 

Weapon and Armor Proficiency:

Nightblades gain proficiency with all simple and martial weapons, as well as proficiency with all light armor. But as the nightblade must keep his hands free, he gains no additional proficiency with shields.

 

Spells Per Day:

Beginning at 1st level, The Nightblade can cast arcane spells just as a sorcerer does. To cast a particular spell, the Nightblade must have a Charisma score of at least 10 + the spell's level. The character gains bonus spells based on his Charisma score, and the DC for the saving throws against his spells is 10 + the spell's level + the character's Charisma modifier. Like a sorcerer, a Nightblade need not prepare his spells ahead of time.

 

Spell List:

A Nightblades spells may be chossen from any of the following spelllist.

1st – Alarm, Protection From Evil, Mage Armor, Obscuring Mist, Comprehend Languages, Detect Secret Doors, Silent Image, True Strike, Sleep, Change Self, Undetectable Aura, Cause Fear, Jump, Message, Spider Climb

2nd – Obscure Object, Fog Cloud, Web, Detect Thoughts, Locate Objects, See Invisibility, Darkness, Blur, Invisibility, Misdirection, Scare, Alter Self, Darkvision, Knock, Whispering Wind

3rd – Magic Circle Against Evil, Non-detection, Clairaudience/Clairvoyance, Tongues, Hold Person, Suggestion, Displacement, Illusory Script, Gaseous Form, Haste, Secret Page

4th – Solid Fog, Arcane Eye, Detect Scrying, Locate Creature, Scrying, Lesser Geas, Improved Invisibility, Fear, Dimension Door, Polymorph Self

5th – Prying Eyes, Hold Monster, Sending, Dream, False Vision, Nightmare, Seeming, Passwall, Mislead, Tenser’s Transformation

 

Detect Evil (Sp):

The Nightblade is able to use the spell-like ability to detect evil as per the spell of the same name. Beginning at 2nd level, the Nightblade may detect evil a number of times per day equal to their charisma modifier plus 1, with a minimum of once per day.

 

Shadow Jump (Su):

This supernatural ability is similar to the Shadow Dancers Shadow Jump ability. The Nightblade gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the shadow jump must begin and end in an area with at least some shadows.

The Nightblade may jump a total distance of 10 feet per day at 5th level, 30 feet per day at 7th level, 50 feet per day at 9th level, and finally a total distance of 100 feet per day at 10th level. This total distance can be divided among many jumps, so long as the total distance per day does not exceed the Nightblades daily limit.

 

Streetwise (Ex):

Select one city to be the Nightblade's "home turf." While in that city, he gains a circumstance bonus on Spot, Gather Information, and Intimidate checks. This bonus is initially +1 at 1st level, but it increases with class level by +1 every odd level.

If the Nightblade moves to another city, he must spend at least one month getting acquainted with the new area before he can use this ability there.

 

Slippery Mind (Ex):

This extraordinary ability represents the Nightblade’s ability to wriggle free from magical effects that would otherwise control or compel him. If a Nightblade with a slippery mind is affected by an enchantment and fails his saving throw, 1 round later he can attempt his saving throw again. He only gets one extra chance to succeed at a saving throw per effect.

Class

Level

Base

Attack

Fortitude

Save

Reflex

Save

Will

Save

Special Abilities

Spells

per Day

1st

+1

+2

+2

+2

Streetwise +1; Nightblade Spells

1/--/--/--/--

2nd

+2

+3

+3

+3

Detect Evil

1/--/--/--/--

3rd

+3

+3

+3

+3

Streetwise +2

2/1/--/--/--

4th

+4

+4

+4

+4

Uncanny Dodge

2/1/--/--/--

5th

+5

+4

+4

+4

Streetwise +3; Shadow Jump 10'

3/2/1/--/--

6th

+6/+1

+5

+5

+5

Slippery Mind

3/2/1/--/--

7th

+7/+2

+5

+5

+5

Streetwise +4; Shadow Jump 30'

4/3/2/1/--

8th

+8/+3

+6

+6

+6

Improved Uncanny Dodge

4/3/2/1/--

9th

+9/+4

+6

+6

+6

Streetwise +5; Shadow Jump 50'

5/4/3/2/1

10th

+10/+5

+7

+7

+7

Shadow Jump 100'

5/4/3/2/1

 

Please note that I have respectfully borrowed some details and descriptions for my campaign from Bruce A. Gulke and his Realm of Mythosa Campaign. You should click the banner below and go check out his awsome campaign.

All maps on this site were created using Profantasy's Campaign Cartographer 2

 

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Web Site Created and Maintained by Thrylax            Site Last Updated on: Sunday, September 11, 2005