Nightlord (3.5e Class)
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|Editing:||Constructive edits welcome|
No one knows why the shadows choose to take suffering youth unto their own. Nightlords are children from the material plane who have undergone immense physical, mental and emotional agony, so much so that the dark places within their mind's grew, until it became as dark and black as the deepest pits. Then the shadows speak to them. A soothing rush of whispers within the comforting darkness. Words of power, freedom or conquest.
 Making a Nightlord
A Nightlord has exceptional combat ability combined with a variety of offensive and tactical abilities.
Abilities: Strength, Dexterity and Constitution are important for melee combat.
Races: Humans are the most likely to become a Nightlord, as they are of a variety of alignments and have a myriad confusing and conflicting reasons to hurt people..
Alignment: Chaotic Neutral or Chaotic Evil. The horrible process of becoming a Nightlord invariably leaves the individual somewhat unstable.
Starting Gold: 5d4×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).
Starting Age: As Fighter
|1st||+1||+0||+2||+2||Child of the Shadows, Shadevision.|
|2nd||+2||+0||+2||+2||Nightcloak, Shaderun, Uncanny Dodge.|
|4th||+4||+1||+4||+4||Shadowstep, Shadow Splendour.|
|5th||+5||+2||+4||+4||Improved Uncanny Dodge|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Nightlord.
Weapon and Armor Proficiency: The Nightlord is proficient with all Simple and Martial weapons and with Light armour, no shields.
Powers Known: The stat the save DC's of the Nightlord's power's are based on and that determines the highest level powers that can be learned is Charisma. Nightlords choose their powers from the following list:
1st—Child of the Shadows - The Nightlord is the adopted child of the shadows and has been given control over them. All shadow creatures in the Nightlords immediate presence and within one step of the Nightlord's alignment become friendly and will help and protect the Nightlord to the best of their ability. The Nightlord can also command and rebuke shadows and shadow creatures as a Cleric of the same level with a +4 bonus.
Shadevision - The Nightlord gains 120ft Darkvision with the addition that it can also see through magical darkness.
2nd— Nightcloak - The Nightlord can weave darkness around himself, hiding him from unfriendly eyes and muffling his footsteps. For 5 + 1/2 level rounds the Nightlord gains +4 to Hide and Move Silently checks.
Shaderun - The shadows gift the Nightlord with zephyr-like movement, granting a permanent +10ft to speed and +2 to initiative checks.
3rd— Nightfall - Same as Improved Darkness spell, but with an 80ft radius.
Nightclaw - The Nightlord can create long clawed arms of darkness, orginating from the middle of the back. They can attack for 1d6 damage using the BAB and Str modifiers of the caster. They also ignore the AC of non-magical armour, can assist in relevant skill checks such as Climb, manipulate objects and generally do whatever a normal pair of arms could. When attempting to move heavy objects each Nightclaw contributes + 1/2 of the caster's Str modifier. The caster can create one Nightclaw per two levels, to a maximum of eight.
4th— Shadowstep - The Nightlord can teleport from shadow to shadow instantaneously. The entry point must be within 80ft of the exit point. The shadows used must be big enough to contain the Nightlord and his/her belongings and attire. The Nightlord can transport others as well, as long as they remain in contact with the Nightlord and can also fit inside the shadow.
Shadow Splendour - The Nightlord has been chosen for greatness and has been gifted by the shadows for a great purpose. Great power has been given and it's influence extends beyond the Nightlord's body. The Nightlord gains a permanent +4 bonus to Charisma and the ability to take on one of three shadow forms, to be chosen upon access to Shadow Splendour. In any form the Nightlord gains a 30ft Aura of Shadows, which functions the same as an Aura of Chaos with the addition that the air within becomes bitingly cold, gloomy and oppressive, forcing hostiles to make a DC 15 + Nightlord's level Will save or become Shaken. The Nightlord's eyes also glow a bloody red.
Nightgeist Form: The Nightlord can make his/herself into a vaguely humanoid shape of writhing darkness. The Nightlord gains the Incorporeal subtype as long as they remain in Nightgeist form, along with all the advantages and disadvantages of that type. They cannot manipulate objects or harm others with physical attacks while in this form, although spells and powers still function.
Nightfang Form: The Nightlord's body becomes lined with shadow, edges flickering and wavering arrhythmically. The Nightlord gains the ability to shatter bonds, chains, locks, bars and doors etc. The Nightlord can instantly destroy two forms of locking or closing something, magical or mundane. If there are two or less such forms the door or object being held closed is exploded and destroyed, locks bursting and spilling their mechanisms, hinges blasting apart and dropping their doors. If there are more than two the Nightlord may repeat the spell until all are undone. If the methods of closing are magical the first two are destroyed but to open further closures the Nightlord must make a Will save depending on the level of the locking spell's caster. If the save is failed the closure takes 2 rounds to be destroyed. If the check is succeeded it is destroyed instantly as normal. Nightclaw's are also improved, gaining +2 damage.
5th—<-powers, powers, powers->
6th—<-powers, powers, powers->
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Maximum Power Level Known: This column determines the highest level power he can learn at this level.
To learn or manifest a power, a Nightlord must have a Charisma score of at least 10 + the power’s level.
 Ex-<-pluralized class name->
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.
 Epic <-class name->
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
 <-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->|| <-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
 Campaign Information
 Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
 Nightlords in the World
|“||Let me tell you about my restless nature. I have one, and I can see it screaming, and possibly burning, looting and raping, at the thought of staying here longer than I find agreeable. Ah! Food, thank you.||”|
|—Zedrei, Werewolf Nightlord|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
 <-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
 <-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.