Black Mask (3.5e Class)
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<- Much like the rogue, the Black Mask finds stealth to be his most valuable ally. What separates a Black Mask from a Rogue is their choice of stealth. While a Rogue would simply rely on avoiding and sneaking around his foe, a Black Mask would much rather confuse and play with his foes mind. Forcing his foe not to see him, but rather see something or someone entirely different. Where they relate is simple. They both tend to be viciously dangerous when they get the drop on their foe. It is said that if you were to turn your back to a Black Mask, it would be the last thing you ever do. Little is known of their origin and history. For what we have gathered, they come from a group known as The Pathfinders. An extremely secretive organization that is split between many different mask variants, each being more deadly than the last. There are many different races within the Pathfinders organization, which tells us that any and all races can become a mask. In order to know more about these Pathfinders, you'll have to join in and find out for yourself. ->.
Making a <-Black Mask->
Strong points and weak points, and effectiveness with party members.
Abilities: <-Stealth, Mobility & Speed->.
Races: While any race can be a black mask, it is most common to find the less beefy races within the Black Mask catagory. Such as Elves, Halflings and Humans.
Alignment: Like the race discussion, alignments vary just as much if not more when it comes to this class.
Starting Gold: starting gold; 2d10->×10 gp
Starting Age: All types of people and beasts join every year making it hard to determine just exactly where a starting age would be for a Black Mask.
|1st||+1||+2||+1||+1||Pay Attention, Bonus Feat, Sneak Attack 1d6|
|2nd||+2||+2||+2||+1||Vanish, Bonus Feat|
|3rd||+3||+3||+3||+2||Blade Duplicate, Blade Recall, Sneak Att. 2d6|
|4th||+4||+4||+3||+2||Vital Stab, Bonus Feat|
|5th||+5||+4||+4||+3||Blade Of Hungry Leeches, Sneak Attack 3d6|
|6th||+6||+4||+4||+3||Mind Puzzle, Bonus Feat|
|7th||+7||+5||+5||+4||Hide In Plain Sight, Sneak Attack 4d6|
|8th||+8||+5||+5||+4||Dark Vision Bonus Feat|
|9th||+9||+5||+6||+5||Down Under, Sneak Attack 5d6|
|10th||+10||+6||+6||+5||Evasion, Bonus Feat|
|11th||+11||+6||+7||+6||Shadow Summoner, Sneak Attack 6d6|
|12th||+12||+6||+7||+6||Uncanny Dodge, Bonus Feat|
|13th||+13||+7||+7||+6||Shadow Shift, Sneak Attack 7d6|
|14th||+14||+7||+8||+7||Extra Attack, Bonus Feat|
|15th||+15||+7||+8||+7||Advanced Blade Duplication, Sneak Att. 8d6|
|16th||+16||+8||+8||+7||Advanced Down Under, Bonus Feat|
|17th||+17||+8||+9||+8||Multi Shadow Summoner, Sneak Attack 9d6|
|18th||+18||+9||+9||+8||Mind Shatter, Bonus Feat|
|19th||+19||+9||+9||+9||Advanced Vanish, Sneak Attack 10d6|
|20th||+20||+10||+10||+10||Unmasking, Bonus Feat|
Class Skills (<-10 skill points-> + Int modifier per level, ×4 at 1st level)
Pay Attention: When behind a foe within 10 Ft, you are granted a free Maj. action. Even if it is not your turn, your free action goes before your opponent takes his action.
Sneak Attack: If a Black Mask can catch an opponent when he/she is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The Black Mask's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Mask levels thereafter. Should the Black Mask score a critical hit with a sneak attack, this extra damage is not multiplied.
Bonus Feat: At 1st level, a Black Mask gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Black Mask gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th).
Vanish: Upon taking damage, you may reappear anywhere within 10 FT of your current location. This is a free action and does not invoke an attack of opportunity.
Blade Duplication: When holding a throwing knife in either hand, you may duplicate your knives by (1). Giving you (2) in each hand. Example: If you have one knife in each hand and duplicate those blades, you will then have a total of four/(4) knives. The duplicated blade does full damage just like the mother knife. Each hands throw must brake AC for those blades to deal dam. Example: If you throw 2 blades from your right hand and the AC break is failed, then both the real knife and the Dup will deal zero damage.
Blade Recall: When you have successfully thrown knives into an opponent, you may activate this feat as a free action to pull the blades out of your opponent and back to you. Causing 1d6 bleeding damage for every blade pulled out. DC Save for opponent to resist damage is 10 + your Mask Level.
Vital Stab:20% Chance to ignore AC on counter attacks.
Blade Of Hungry Leeches: Any bleeding damage you cause to your foe, you gain back in health.
Mind Puzzle: You cast an illusion on your foe forcing them to see you as ally and their allies as foe. (DC Save is 18 + Constitution Modifier) and last for 1d4 rounds. This is an area effect and any one with 30 feet must make the save. (Excluding Yourself).
Hide In Plain Sight: A Black Mask can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a Black Mask can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.
Dark Vision: A Black Mask can see in the dark as though he were permanently under the effect of a darkvision spell.
Down Under: Your foe must make a (DC Save of 17 + Constitution Modifier) or be put to sleep for 1d4 rounds. This will only work on a single target.
Evasion: A Black Mask can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Black Mask is wearing light or medium or no armor.
Shadow Summoner: At Half health, you may summon your shadow to fight by your side. Your shadow is an exact copy of you in every way, with the exception that when summoned, your shadow only gets half your total HP. May only be used twice a day before needing a short or long rest.
Uncanny Dodge: A Black Mask can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Shadow Shift: You may make an action to jump from one location to another via shadows. Must be within 40 feet.
Extra Attack: You have learned to push yourself past your limits and with that, you now may make three major actions every turn.
Advanced Blade Duplication: When holding a throwing knife in either hand, you may duplicate your knives by (2). Giving you (3) in each hand. Example: If you have one knife in each hand and duplicate those blades, you will then have a total of Six/(6) knives. The duplicated blade does full damage just like the mother knife. Each hands throw must brake AC for those blades to deal damage. Example: If you throw 3 blades from your right hand and the AC break is failed, then both the real knife and the Duplicate knives will deal zero damage..
Advanced Down Under: Your foe must make a (DC Save of 20+Constitution Modifier) or be put to sleep for 1d6 rounds. This will now work on up to (two/2) targets.
Multi Shadow Summoner: At Half health, you may summon your shadow along with one other persons shadow to fight by your side. Your shadow is an exact copy of you in every way, with the exception that when summoned, your shadow only gets half your total HP, and the other persons shadow has half their AC and HP. May only be used twice a day before needing a short or long rest.
Mind Shatter: Three times per day you may use mind shatter, (DC Save 20 + Constitution Modifier) if DC is failed, your foe begins to bleed from the eyes, nose, mouth and ears. Taking (1d20+Mask Level) Bleeding Damage. This effects everyone who can see you up to 60 feet and you may only use it once per encounter.
Advanced Vanish: You may now reappear anywhere withing 30 feet without the need to take damage for activation.
The Unmasking: Once per day you may reveal your true face, causing all creatures within 30 feet who can see you, to become paralyzed upon a failed (DC Save of 25+Constitution Modifier) for 1d6 rounds.
Weapon and Armor Proficiency: All Martial Weapons, Light & Medium Armour.
Gear: <-Breast Plate or Studded Leather (a)Rapier or (b)Short Sword (a)Short Bow and quiver of 30 arrows or (b)Light Cross Bow and 30 bolts (a)Kunai Knives 30 or (b)Shuriken Knives 30 (a)Dungeoneers Pack or (b)Explores Pack.->.
Gold: <-250 Gold.->.
Playing a <-Black Mask->
Other Classes: <-A Black Mask will usually works well with all alignments and prefers to travel in small or medium groups. They work well with fighters and rogues->.
Combat: <-Flex Role:A Black Mask can be utilized anywhere on the field that they are needed. Typically used to change the tide of battle with their extensive knowledge of Neurological Paralysis->.
Advancement: <-Typical advancement options for characters with this class. Include Rogues or Fighters->.
<-Pathfinders-> in the World
|“||<-"There is nothing more powerful than the mind, learn to control that, and you learn how to control the fight." -Jacoby Baker->||”|
|—<-NPC name->, <-race-> <-class->|
Daily Life: <-An average day for a Black Mask consist of training and reading on the practices of the brain. When they are not doing that, they can be found out and about seeking more knowledge and more power to further help their cause.->.
Notables: <-No one in the Pathfinders organization is more notable that Oujja, Carver, Magra, and Odwin.->.
Organizations: <-Pathfinders->. This class couldn't of been made with out my good buddy Josh! Original creator of the Black Mask!