Blackshirt (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search
This page contains Open Setting Licensed-content. This means that setting elements such as characters and placenames are freely re-usable in other published works that are released under the same License. It may be distributed alongside material released under the Open Game License, the GNU FDL License, any of the Creative Commons suite of licenses or under a proprietary license. Under the terms of the Open Game License, all Open Setting Content constitutes "Product Identity".
Blackshirt
Rating: Not rated
(Rate this class)
Status: 50%
Editing: Discuss major edits first

[edit] Blackshirt

You will not be alone in your struggle against the forces of darkness.
—Angela Ilverden, elven Blackshirt

Blackshirts are one of the more well-known prestige classes of the Church of Modroben because they frequently show up at opportune moments, such as just before or after an attack by undead monsters, providing locals with enchanted armor and potions to use against the dead. They are known for their black silk shirt and pants, which are unadorned except for the symbol of Modroben (three interlocking triangles) over the heart in red threads.

[edit] Becoming a Blackshirt

Blackshirts are chosen from among the Mageclaine, the Wizard class of Claine. They are specialists in the Enchantment School.

Entry Requirements
Alignment: Neutral Good.
Base Attack Bonus: +2.
Race: Any.
Skills: Knowledge (Herbalism) 4, Knowledge (Necrology) 11.
Patron: Modroben.
Spellcasting Mageclaine 7

Table: The Blackshirt

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +0 +2 Brew Potion 1, Charm Monster, Cleave on Kill, Undead Bane 1 +1 of existing spellcasting
2nd +2 +3 +0 +3 Bolster Against Undead 1 +1 of existing spellcasting
3rd +3 +3 +1 +3 Bless Armor 1 +1 of existing spellcasting
4th +4 +4 +1 +4 Daze Undead, Hold Undead 1 +1 of existing spellcasting
5th +5 +4 +1 +4 Cleave Attack Weapon +1 of existing spellcasting
6th +6 +5 +2 +5 Bless Armor 1 +1 of existing spellcasting
7th +7 +5 +2 +5 Brew Potion 1, Undead Bane 2 +1 of existing spellcasting
8th +8 +6 +2 +6 Binding, Bolster Against Undead 2 +1 of existing spellcasting
9th +9 +6 +3 +6 Impact Cleave Touch +1 of existing spellcasting
10th +10 +7 +3 +7 Hold Undead 2 +1 of existing spellcasting

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (necrology) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Spellcraft (Wis).

[edit] Class Features

Like all members of the Church of Modroben, Blackshirts are expected to be neutral in most affairs (excepting only the defense of death, time and fate). Their class features should not be used except in the manner of church business and in direct self-defense. It is very rare for Blackshirt powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Blackshirt:

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. Blackshirts are enchantment specialists and gain an extra spell per day per level as other specialists do.

Spells: To cast a particular spell, you must have a Intelligence score of at least 10 + the spell's level. Your bonus spells are based on your Intelligence. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int bonus (if any).

Brew Potion: Blackshirts can brew a number of Potions of Undead-Slaying per day equal to their Intelligence modifier. Each potion requires fifteen minutes and a Knowledge (Herbalism) check with a DC of 15. It grants a +1 against undead per spellcaster level to anyone who drinks it. The bonus applies to all rolls: to-hit, damage, saves and spell effects.

At seventh level, Blackshirts can substitute any of their daily potion allotment for a Potion of Undead Immunity, which grants the user complete immunity to one specified undead power, chosen at the time of the potion's creation.

Charm Monster: Blackshirts can cast Charm Monster once per day per spellcaster level, targeted only against undead. They receive a +1 per Blackshirt level as a Class bonus to the save.

Cleave on Kill: Any object magically modified by an Blackshirt in any way becomes a Cleave on Kill object for one day longer than any other magical effect wears off.

Undead Bane: At first level, Blackshirts can cast Undead Bane three times per day.

At seventh level, Blackshirts have Undead Bane in effect on all times on themselves, such that any undead who looks at them must make a save or be affected.

Bolster Against Undead: At second level, Blackshirts can cast Bolster Against Undead three times per day.

At eighth level, Blackshirts always have Bolster Against Undead on such that it applies to any allies within range.

Bless Armor: At third level, Blackshirts can bless one suit of armor per day, granting its wielder a +5 AC bonus against undead.

At sixth level, Blackshirt-blessed armor grants its wearer complete immunity to physical attacks from undead.

Daze Undead: At fourth level, Blackshirts can cast Daze Undead a number of times per day equal to their Charisma modifier.

Hold Undead: At fourth level, Blackshirts can cast Hold Monster (undead-only) three times per day.

At tenth level, Blackshirts gain an additional daily use of Hold Monster with an extra +12 to the saving throw.

Cleave Attack Weapon: At fifth level, Blackshirts can make any object into a Cleave Attack weapon, which uses the Blackshirt's Ability Score as its base. This power lasts a number of rounds equal to the Blackshirt's Charisma modifier; it can be used at will, however, any one object can only be affected one time per day.

Binding: At eighth level, Blackshirts can cast Binding once every other day. This bonus spell can only be targeted against undead.

Impact Cleave Touch: At ninth level, Blackshirts can make an object an Impact Cleave object for one hour. This power can be used a number of times a day equal to their Charisma modifier. Blackshirts also turn every object they touch (whether they want to or not) into an Impact Cleave object for one minute.


Pages related to Modroben, a god of the Theonosis setting (external)
Priests first enter the church as Soulclaine for at least three levels. Aside from the ability to soulcleave, beginning Soulclaine do not receive any special abilities, skills or spells.
At 4th level, qualified Soulclaine may join one of the Claine Basic Classes, each of which is identical to a basic class except for a few extra bonus powers against undead.
Cloudclaine (Air elementrician), Dustclaine (Earth elementrician), Emberclaine (Fire elementrics), Godclaine (Cleric), Greenclaine (Druid), Holyclaine (Paladin), Mageclaine (Wizard), Mindclaine (Psion, Wilder, Psychic Warrior), Northclaine (Monk), Songclaine (Bard), Shadowclaine (Rogue), Spellclaine (Sorcerer), Spiritclaine (Shaman), Sunclaine (Barbarian), Swordclaine (Fighter), Tideclaine (Water elementrician), Wildclaine (Ranger)
How does soulcleaving work? - Soulclaine Spells - Mindclaine Powers - Soulcleaving Feats - Claine Domain
At 7th level, qualified Claine may join one of the Claine Prestige Classes:
  • Autumneves are battle-sorcerers whose speciality in invocation allows them to blast undead hordes in great numbers.
  • Blackshirts are ebony-clad wizards, specializing in arcane enchantment magic, especially in the creation of magical potions and objects to assist people in defense against the undead.
  • Bonetamers are good necromancers who can take control of undead away from their nefarious counterparts and use their spells to protect the natural flow of life and death.
  • Candlelords are studious and hermetic wizards whose powers focus on defending time from those who would undermine it and threaten reality itself.
  • The Cathardigan are an order of gnomish paladins who seek out vile necromancers to slay them and their hordes, riding into combat on the backs of giant condors.
  • Chrysanthemasters are elite elven nobles with enough grace and class to be royal cleavers, assigned to powerful households throughout the world.
  • Combustioneers are clerical priests of Modroben, god of death, who serve him as masters of cremation and fire elementrics.
  • Corpselights are shamanic druids who worship the spirits of all the scavenger species that are holy to Modroben, gaining their unique powers, attacks and abilities in the fight against undeath.
  • Darkfeathers are archers with the eyes of their shared animal spirit, the buzzard, giving them incredible accuracy and precision.
  • Deathwrights are the most common, well-known and highly-visible paladin orders of the Church of Modroben, and journey throughout righting the wrongs laid out by necromancers and other perverters of death.
  • Drumblacks are powerful bards who specialize in percussion instruments whose tone can destroy the undead across miles.
  • Edgerippers are sorcerers with a focus on spells of transmutation and metamorphosis, and are able spies, sneaking into undead encampments in disguise.
  • Fangbringers are barbarians who fly into blind rages at the sight of undead, slaying them by the score with the strength of the patron spirit, the sacred hyena.
  • The Fatemark are sages and scholars, wizards specializing in divination and the protection of the passage of fate.
  • Foolsmen/Foolswomen are chaotic and unstable sorcerers who focus on developing skills in illusions and phantasms, especially in the distraction of large numbers of undead so they can be destroyed easily.
  • The Ghostwyld are a mysterious and reclusive order of shamans who communicate with the spirits of the dead and protect them from those who would exploit their power.
  • The Gravewire are stoic, isolated rangers who defend large cemeteries and tombs from anyone who would defile them or prey on the souls buried there.
  • The Graylimm are dark-robed druids who utilize powerful mushroom spores, which they breed and grow, to attack their foes.
  • Grinreapers are strong and dark rangers who use their sickles and black robes to teleport to disasters moments before they strike, especially undead attacks.
  • The Hightombed are scholarly priests who serve Modroben as masters of mummification and the elementrics of air.
  • Lightkeepers are defenders against spirits and demons, wizards who specialize in the art of abjuration and are known for protecting whole villages and tribes from onslaughts of the dead.
  • Loregrimmers are the highest-ranking functionaries in the Church of Modroben, and are powerful clerics and healers with advanced spellcasting and cleaving abilities.
  • Mireblacks are healing-focused, druid-like priests of Modroben with an affinity for leechmastery and a psionic bent.
  • Nightsummoners are wizards who can summon a legion of allies when they find an undead horde, specializing in the art of conjuration.
  • Orespringers are dwarven Claine who specialize in rescuing the souls of miners and others trapped in cave collapses underground.
  • The Penumbraul are ascetic monks with the ability to sneak past undead and manipulate shadow to their advantage.
  • Shadowgrippers are psychoportive psionicists who can teleport through shadows, giving them powerful abilities to strike at the heart of undead hordes.
  • Shapeflayers are powerful elementricians, who use martial arts and dance to manipulate the flow of their chosen element, allowing them to affect undead in droves from afar.
  • Silverslicers are stealthy assassins who specialize in finding elite undead liches and vampires, and the necromancers who create them, and killing them quietly.
  • The Silentgreen are entirely mute druids with a specialty in attacking undead animals and plants in order to protect nature.
  • Truthringers are psionic telepaths whose focus is on investigating crimes, especially necromantic acts, and punishing those responsible.
  • Whipblacks are fighters with finely-honed warrior skills, specializing in an advanced type of whip.
  • Winterskins are rainids, who fly, row or swim between ships and ports, specializing in protecting sailors and captains from necromancers, ghost ships and other sea-borne terrors.

Back to Main Page3.5e HomebrewClassesPrestige Classes

Personal tools
d20M
miscellaneous
admin area