Night Mist Warrior - A 20 Level Gestalt Class

Andor

First Post
I'm fond of the concept of Gestalt characters, though I have not gotten a chance to play one yet. One of the ideas in Unearthed Arcana was the concept of Gestalt Classes, Classes more powerful than a regular class, but acceptable in the enviroment of Gestalt assuming they use up both slots. Since I haven't seen much done with this I thought I'd give it a shot, let me know what you think...

Night Mist Warrior

A Gestalt class

Concept: A stealthy warrior whose supernatural abilities allow him to kill quickly and silently.

Mechanics: Inspired by the Shdow Blade and Umbral Disciple classes, with some Ninja and Shadow Smith Mixed in and expanded to 20 levels. This is intended to be a class that fills both slots of a Gestalt Character and is not balanced against a normal class. The Shadow Blade and Shadow Smith are in the Tome of Magic as is the Shadowcaster.

HD: d8

Weapon and Armour Proficiencies: The Night Mist Warrior is skilled in all simple and Martial weapons. They have no armour or shield proficiency.

Skills: Balance, Bluff, Climb, Craft, Concentration, Disguise, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Perform, Profession, Ride, Spot, Sleight of Hand, Swim, Tumble

Skill Points: 6 skill points + Int Bonus per level. x4 At First level.

BAB: Good
Fort: Medium
Ref: Good
Will: Good

Mysteries: A Night Mist Warrior can use mysteries as a Shadowcaster, but is less skilled in their use. He begins play knowing only 2 Fundamentals. At each subsequent level he may add one mystery to his mysteries known, with the same limitations as a Shadowcaster. He may begin to select Apprentice Mysteries at 3rd level, and may select Initiate Mysteries starting at 11th level. They do not gain access to Master Mysteries. At 16th level they may use their fundamentals an unlimited number of times per day. They do not gain bonus feats from the number of paths they know.

Code:
Level	Mysteries	Sudden Strike 	Shadow Abilites
1	2 Fundamentals	-        1d6	Protective Shadows, AC Bonus
2	-                 -	-	Shadow Cloak
3	Apprentice Mysteries	2d6	Shadow Strike - Unerring Strike
4	-                 -	-	Shadow Weapons - Shiruken
5	-                 -	3d6	Shadow Sight - Shadowy Illumination
6	-                 -	-	Shadow Strike - Unexpected Strike
7	-                 -	4d6	Shadow Weapons - Sword
8	-                 -	-	Shadow Strike - Reach of Darkness
9	-                 -	5d6	Shadow Weapons - Bow
10	-                 -	-	Sustaining Shadow - 1/week
11	Initiate Mysteries	6d6	-
12	-                 -	-	Shadow Step
13	-                 -	7d6	Cloak Others
14	-                 -	-	Shadow Sight - Dark Vision
15	-                 -	8d6	Sustaining Shadow - Sleep 1 hour/day
16	Unlimited Fundamentals	-	-
17	-                 -	9d6	Shield Other
18	-                 -	-	Shadow Blast
19	-                 -	10d6	Shadow Sight - Perfect
20	-                 -	-	Sustaining Shadow - Immune to Poison/Disease

Shadow Points: A Night Mist Warrior gains a Number of Shadow points = his Class level + Wisdom bonus. These points can be expended to provide a number of benefits. Unless otherwise specified spending a shadow point is a free action.

AC Bonus (Ex): When unarmored and unencumbered, the Night Mist Warrior adds her Wisdom bonus (if any) to her AC. These bonuses to AC apply even against touch attacks or when the Night Mist Warrior is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Protective Shadows - The Night Mist Warrior can weave shadows into a defensive barrier. Expend shadow points to gain a Deflection Bonus to AC = to the number of points spent X 2. This bonus lasts for 5 rounds.

Shadow Cloak - The Night Mist Warrior can draw shadows about himself for concelement and to muffle his footsteps. Shadow Cloak takes a standard action to invoke and may be dismissed as a free action. Add 1/2 class level to Move Slient & Hide checks

Shadow Strike - The Unerring Strike and Unexpected strike as as the Shadow Blades Unseen Weapon Unerring Strike and Unexpected strike abilities.

Shadow Weapons
-As a standard action you can shape the stuff of shadow into weapons. These weapons last as long as you hold them, plus one round. You may spend a Shadow Point to create a weapon as a free action. You may spend a Shadow Point to grant your shadow weapons an enhancment bonus = Class level/4 Rounded down, this bonus last for 5 rounds and applies to already created weapons or weapons created in this period.
- Shiruken, You can create up to 3 shirukens as a Standard action, or 1 of any other one handed throwing weapon you have the Weapon Focus feat for.
-Sword, You can create a Short Sword, or any other One handed melee weapon that you have the weapon focus feat for.
-Bow, You can create a short bow, or any other ranged weapon you have the weapon focus feat for. You may use normal ammunition, or create appropriate ammunition for the weapon as a free action. If you have a weapon focus feat for a composite bow, you may create a 'Str' version of that bow.

Shadow Sight - Shadowy Illumination is as the Shadow Blades 3rd level Shadow Vision Ability

Shadow Strike - Reach of Darkness - Spend Shadow points to gain melee reach = 10' per point spent until the end of your round.

Shadow Step - As a standard action teleport up to class level X 5 feet. Cannot Shadow Step into a brightly Illuminated Area. Spend a Shadow Point to Use Shadow Step as a move action.

Sustaining Shadow - As the Shadowcaster ability.

Cloak Others - Spend a Shadow Point to Extend your cloak of Shadows to cover Allies within 20' - This ability lasts up to Class Level minuetes.

Shadow Sight - Darkvision - the Night Mist Warrior gains Dark Vision 120'

Shield Other - You can wrap another in your Protective Shadows. THis works exactly like your normal ability. The target must be within 50' when you use this ability.

Shadow Blast - You may expend Shadow Points as a standard action to deal (points expended X 2d6) Damage in a line of (points spent X 10' in length.) Reflex save for half (DC 10 + Class Level + Wisdom Bonus) This damage is considered to be a force effect.

Shadow Sight - Perfect - As the Shadowblades See in Darkness Ability.
 

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Andor

First Post
There should be a feat to allow a character to gain additional Shadow Points.

Bond With Darkness
Your ties to Shadow are stronger than most.
prequisite: Have Shadow Points
benefit: You gain Shadow Points = 2 plus the number of times this feat has been selected. I.E. 3 the 1st time, 4 the second and so on.
This feat may be taken multiple times.
 

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