Twilit Betrayer (3.5e Class)

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Twilit Betrayer
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Twilit Betrayer[edit]

A sate of class, or state of mind, that is self induced by a person. They usually perform some arcane or divine ritual for atonement but find that such means is ineffective in their case. The only evidence of the ritual is the mask they bare and their clashing energy types.

Making a Twilit Betrayer[edit]

A Twilit Betrayer is typically a front-line fighter, but is versatile enough to cast mid range spell-like abilities. In a party they are rather awkward and silent around other members. (One of the sol reasons they would enter a party would be to atone for their sins in some way or another. Whether it is protecting the friend they betrayed or some other means, it matters not, as long as it leads them to an eternal sleep of no regrets.)

Abilities: Charisma, Dexterity and Strength are the primary abilities of a Twilit Betrayer due to their effectiveness in combat.

Races: A Twilit Betrayer may be of any race.

Alignment: A Twilit Betrayer may never be an evil or good alignment.

Starting Gold: 5d4×10 gp (105 gp).

Starting Age: Simple.

Table: The Twilit Betrayer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Persona of Redemption, Base Skill
2nd +2 +0 +3 +3 Two-Weapon Fighting, Arcane Spell
3rd +3 +1 +3 +3
4th +4 +1 +4 +4 Base Skill, Arcane Spell
5th +5 +1 +4 +4 Two-Weapon Defense, Sacred Blades of Atonement
6th +6/1 +2 +5 +5
7th +7/2 +2 +5 +5 Base Skill
8th +8/3 +2 +6 +6 Improved Two-Weapon Fighting
9th +9/4 +3 +6 +6 Advanced Skill
10th +10/5 +3 +7 +7 Base Skill
11th +11/6/1 +3 +7 +7 Improved Two-Weapon Defense
12th +12/7/2 +4 +8 +8 Sacred Spell
13th +13/8/3 +4 +8 +8 Advanced Skill
14th +14/9/4 +4 +9 +9 Greater Two-Weapon Fighting
15th +15/10/5 +5 +9 +9
16th +16/11/6/1 +5 +10 +10 Sacred Spell
17th +17/12/7/2 +5 +10 +10 Greater Two-Weapon Defense, Advanced Skill
18th +18/13/8/3 +6 +11 +11
19th +19/14/9/4 +6 +11 +11
20th +20/15/10/5 +6 +12 +12 Perfect Two-Weapon Fighting, Atonement

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str) and Tumble (Dex).

Class Features[edit]

Many of the Twilit Betrayer's Class Features are a result of a 'failed' atonement spell/ritual. All of the following are class features of the Twilit Betrayer.

Weapon and Armor Proficiency: A Twilit Betrayer is proficient with all swords and daggers. Their only armour proficiency is with light armour.

Persona of Redemption: A Twilit Betrayer dons a mask to hide their face. They cannot remove the mask by any means. However, the mask provides a deflection bonus, equal to the Twilit Betrayer's charisma modifier, to their AC. Also, the mask halts the Twilit Betrayer's aging and grants them +20 on disguise checks when trying to be someone else other than their original identity (redundant?).

Two-Weapon Feats: A Twilit Betrayer gains a Two-Weapon Feat at level two and every three levels afterwards.

Link Skills: When the Twilit Betrayer activates a skill, they are able to initiate another skill as an immediate action. The maximum number of consecutive linked skills is equal to 1/4th of the Twilit Betrayer's level. A single skill may not be repeated within a combo; a Twilit Betrayer must also have enough S-Points to use the skills initiated. Extensions do not count towards linked skills.

Link Spells: When the Twilit Betrayer casts a spell, they are able to initiate another spell as an immediate action. The maximum number of consecutive linked spells is equal to 1/10th of the Twilit Betrayer's level. A single spell may not be repeated within a combo; a Twilit Betrayer must also have enough S-Points to use the spells initiated. Extensions do not count towards linked spells.

Sacred Blades of Atonement: A Twilit Betrayer's blades are treated as if under good and evil alignment for the purpose of negating damage reduction. Also, once a day, when a Twilit Betrayer's hit points drops below half their maximum hit points they gain a bonus 5ft to their weapons' range and 5 to their attack and damage rolls.

Aura: A Twilit Betrayer gains a protective aura that reduces damage by 1, but can be penetrated by good or evil aligned weapons. This damage reduction increases by 1 every 2 levels. This aura also grants the ability to heal a number a hit points equal to five times the Twilit Betrayer's charisma modifier per day. This healing may be spread out among a number of times, so long as the total number of hit points healed that day does not exceed the aforementioned value.

Link Skills-Spells: A Twilit Betrayer can link spells to skills and vice-versa. Essentially, a Twilit Betrayer can make a maximum amount of five individual spells/skills within a turn, as long as their SP allows them. Extensions do not count towards the linked spells or skills.

Atonement: The extension - Atonement - is now available for use. Upon the first time it is used, the Persona of Redemption is shattered. After the mask breaks, refer to the alternative Atonement skill for future use.

Skills and Spells: A Twilit Betrayer has a number of S-Points equal to their level. These points are consumed when a skill or spell is used. All spells have a casting time of 1 standard action and are not subject to meta magic feats. All skills are considered standard actions. Extensions are additions to the base skills and occur when certain conditions are met. An extension is not considered its own individual skill/spell, but they do have an S-Point cost of their own. Movement as part of a action does not provoke any attacks of opportunity. When Base, Advance, Arcane or Sacred Skills and Spells appear on the the chart, the Twilit Betrayer must choose one to learn and unlock. Also, when making two-weapon attacks, normal dual wielding penalties are taken, however when additional attacks are made, they are done so at the highest attack bonus.

Basic Skills:

(1)Soaring Slash - Attack the target once then make a jump check. The jump check may be in any direction and does not provoke an attack of opportunity.

(2)Extension - If the direction of the jump check was vertical, attack the target again and add additional damage to the attack equal to half the jump check.

(2)Rending Fangs - Attack the target once with each hand (you take normal two-weapon fighting penalties).

(2)Extension - If both attacks connect, make another attack with each weapon. The damage done to the target is also dealt to a piece of equipment on the target (the attacker has choice of what piece of equipment is targeted) as sundering damage.

(2)Phantom Edge - Attack a target with supernatural speed, causing the target to be flat-footed.

(2)Extension - If the weapon used in the initial attack was a slashing weapon, another attack is made at extraordinary speeds, causing the attacker to 'slide' through the target's square(s) ending 10ft away from the target's square(s) on the opposite side. This movement does not provoke any attacks of opportunity.

(1)Moon Glare - Attack a target and add the attacker's charisma modifier to the hit and damage. The silhouette of a black moon is left in the crescent. This attack does negative energy damage.

(1)Extension - If the initial attack is a critical, attack the target again and add the attacker's charisma modifier to the hit and damage. The silhouette of a white moon is left in the crescent. This attack does positive energy damage.

Advanced Skills:

(2)Dragon Glare - Charge towards the enemy (as the special action) and attack with an Awesome Blow (as the feat). The charge does not provoke attacks of opportunity.

(2)Extension - If the enemy was affected by the first awesome blow, make another charge towards the enemy and attack with another Awesome Blow. The numeric variables of this follow-up Awesome Blow are doubled.

(3)Revenge Blade - Attack the target once with each weapon in hand, then make a trip attempt as a free action (this does not provoke an attack of opportunity).

(2)Extension - If the trip attempt succeeds, make another attack with each blade. The damage of these follow-up attacks is classified as positive energy damage (for one weapon) and negative energy damage (for the other weapon).

(2)Hail of Blades - Make single attack with each blade. If the weapon's damage die is above 1d4, reduce the die by a number of die until the damage die is a 1d4. The number of die sizes take from the original damage die are converted into an equivalent number of 1d4 attacks. (e.g. original damage = 1d10; current damage = 4d4). Roll for each die as an individual attack at the same attack bonus as it would normally have, as if treated as one attack. This makes it possible to miss, or get a critical hit, improving or lowering the damage.

(2)Extension - If 50% of the attacks connect, make another attack with each blade in hand. This follow-up damage is dealt to everyone in a 15ft radius of the attacker.

(4)Surging Blade - Create a shockwave that travels 20ft in front of you, dealing damage equal to the sum of twice the attacker's strength score plus the attacker's charisma score.

(4)Extension - If only one enemy is hit by the shockwave, make a charge action towards that enemy and initiate a full attack. Add the attacker's charisma modifier to the attack and damage rolls.

(4)Special Extension - AKA "Atonement" - If the Atonement feature has been obtained, create a pillar of energy doing damage to the enemy equal to twice the attacker's charisma score (this damage is considered positive and negative energy). A final attack is made with each blade in hand.

(5)Special Extension (Alternate) - If the Atonement feature has been obtained and the original Atonement has been used once, the alternate Atonement now takes the original Atonement's place as an extension. A Jump check is made and a number of attacks are made (at the attacker's highest base attack bonus) - which volley the target into the air - for every foot on the jump check. On the final attack, the target is sent plummeting to the ground, taking falling damage.

Arcane Spells:

(2)Shadow Edge - Toss a lance at a target within 10ft + 5ft/level. The lance does negative energy damage equal to 1d4/level (max 5d4)

(4)Extension - If the initial spell was cast a range between 10ft to 20ft, the extension is initiated. Toss a spear of negative energy at a target within 50ft + 10ft/level. The spear does piercing damage equal to 1d6/level (max 5d6) and negative energy damage, in a 10ft radius around the target, equal to 1d4/2 levels (max 10d4) due to the explosion it causes.

(3)Ray - Pillars of light damage anyone in the target area (20ft + 5ft/level away) in a radius of 20ft. The damage is positive energy and equal to 1d8/2 levels (max 5d8).

Sacred Spells:

(3)Life's Bane - Form a black sphere of negative energy around a target at a maximum range of 10ft +10ft/2 levels away from the caster. The damage the sphere does is equivalent to 1d12/4 levels (max 5d12). Half the damage done is recovered by the caster.

(4)Extension - If the amount of hit points recovered restores the caster to full hit points, a burst of negative energy is released from the caster. It does negative energy damage equal to twice the amount of hit points recovered from the initial attack. This negative energy damage covers a radius of 30ft around the caster.

(4)Holy Avenger - Multiple beams of light pierce any enemy with positive energy within a 30ft radius. The target range is equal to 10ft + 5ft/level. The number of beams which strike an enemy within the radius is equal to 1 die size/4 levels (minimum 1d4, maximum 1d12). The positive energy damage of each beam is equal to 1d4/2 levels (max 5d4).


Ex-Twilit Betrayer[edit]

If a twilit betrayer were to become good or evil, they would lose all their magical abilities and cannot advance as twilit betrayers.


Campaign Information[edit]

Playing a Twilit Betrayer[edit]

Religion: A Twilit Betrayer may have a variety of opinions in regards to religion depending on their nature and 'past life'. Their views of religion and own religion habits are relative to their 'past life'.

Other Classes: Typically a Twilit Betrayer finds fast friends among people of their own alignment, meaning many paladins and clerics are distant from Twilit Betrayers.

Combat: A Twilit Betrayer's role in combat is a plain fighter, nothing more to the damage point.

Advancement: A Twilit Betrayer usually finds battle oriented classes to be most comfortable.

Twilit Betrayers in the World[edit]

Instant miracles are not brought to mix with life now. Time passes... Unite here and rise to the future! Righteous Holy Sword! I cut off the past... Scatter!
—Judas, Human Twilit Betrayer

Daily Life: Much of a Twilit Betrayer's life is spent atoning for their sins.

Notables: Leon Magnus - Branded a heroic traitor who fought his friends for his sister.

Organizations: None.

NPC Reactions: NPCs usually react coldly and distant to people of this class. However, some NPCs give sympathy if they understand that they were not willing traitors.



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