Monte Mal gazeteer

Post/Author/DateTimePost
#1

scipio

Oct 23, 2004 1:27:09
We've concocted a new plan over at the MM boards. We're putting together a new netbook! Read all about it at http://scipio.proboards19.com/index.cgi?board=general&action=display&num=1082047502
#2

scipio

Nov 07, 2004 9:11:51
Well the project is progressing, so I thought I would let you all have a sneak peek at what is to come. This is taken from my section.

The man hurried down the street, throwing glances backwards towards the shadows along the canal. He knew that someone was back there, he didn't know where, or how long they were following him, but he knew they were there. He had upset someone, someone powerful, he was sure of it now. He turned a corner, hoping to find an escape route. But it turned out to be a dead end. He had nowhere to run. He caught a whiff of a strange scent in the air, almost like bad eggs, then a second later he didn't worry about smelling ever again.

Shadow

A whisper in the dark, the smell faint smell of almonds, and the blood curdling scream of a dying man; these are the only evidence of the existance of the men who call themselves shadows. To the average person, they are but a rumor, a ghost story told around the campfire. To those who know better, they are a symbol of fear.
They exist for one purpose, and one purpose alone: death. They deal out a swift, silent doom for whoever the Ter'ces deems necessary to exterminate using a blade only seen among their ranks. Monks, rogues and bards make some of the most deadly shadows, using their greater dexterity to operate in silence. Fighters, rangers and ex-paladins are also fearsome as members of the class, although they often lack the stealth shown by their more dextrous counterparts. The most deadly of all shadows however, are those with magic abilities. Their use of spells gives them an edge that no other shadow has.
As NPCs, shadows operate as part of a secret order, under the command of the shadowy Ter'ces. Despite being part of this order, the shadows work alone, no two go after the same mark with exceptions being very rare.

Hit Die: d6

Requirements
To qualify to become a shadow, a character must fulfill all the following criteria.
Alignment: Any evil.
Base Attack Bonus: +6
Move Silently: 8 ranks
Hide: 8 ranks
Feats: Alertness, Lightning Reflexes, Run
Special: The initiate must forge a special blade (see below) and deconsecrate it in a ceremony involving the sacrifice of an innocent.

Class Skills
The shadow's class skills (and the key ability for each) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Tumble (Dex), Use Rope (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill points at each level: 4 + Int Modifier.


Table: The Shadow

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Sneak Attack +1D6, Death Attack, Lamina Acuta
2nd +1 +0 +3 +0 Shadow Jump (20 ft.), Crippling Blow
3rd +2 +1 +3 +1 Sneak Attack +2D6
4th +3 +1 +4 +1 Evasion, Darkvision
5th +3 +1 +4 +1 Sneak Attack +3D6
6th +4 +2 +5 +2 Fast Sneak, Improved Evasion
7th +5 +2 +5 +2 Sneak Attack +4D6
8th +6 +2 +6 +2 Always sneaky, Shadow Jump (40ft.)
9th +6 +3 +6 +3 Sneak Attack +5D6
10th +7 +3 +7 +3 Vampiric Blade

Class Features
All of the following are class features of the shadow prestige class.
Weapon and Armor Proficiency: A shadow's weapon training focuses only on those weapons suitable for their missions. Shadows are proficient with the crossbow (hand or light), dagger (any type), dart, sap, and short sword as well as their special weapon, the lamina acuta. shadows are proficient with light armor only. Note that penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble, and that carrying heavy gear imposes a check penalty on Swim checks.

Sneak Attack: If a shadow can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The shadow’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two shadow levels thereafter. Should the shadow score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a shadow can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A shadow can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The shadow must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A shadow cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
If a shadow receives sneak attack dice from any other source (such as rogue levels), the bonuses to damage stack.

Death Attack: If a shadow studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (shadow’s choice). While studying the victim, the shadow can undertake other actions so long as his attention stays focused on the target and the target does not detect the shadow or recognize the shadow as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the shadow’s class level + the shadow’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the shadow. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the shadow has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the shadow does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Lamina Acuta: At 1st level the shadow becomes especially adept at using his special blade. The threat range for the blade increases to 17-20 and the critical multiplier increases to x3. Also, his class features have a greater function when using this blade than any other form of weapon. However, this greater power is not without a cost. When the lamina is drawn, it exudes a scent of sulfur into the area surrounding the shadow. This scent imposes a -4 penalty to all hide checks made while the weapon is drawn.

Shadow Jump (Su): At 2nd level, a shadow gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadow can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. This total increases to 40 ft at 8th level.

Crippling Blow (Ex): At 2nd level, the shadow becomes adept at crippling his opponent. If he spends a round preparing, and succeds with a sneak attack, he may deal 1D3 points of Con damage to his opponent. If the shadow uses his lamina acuta this attack deals Con drain instead.

Evasion (Ex): At 4th level, a shadow gains evasion. If exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw. The evasion ability can only be used if the shadow is wearing light armor or no armor.

Darkvision (Su): At 4th level, a shadow can see in the dark as though he were permanently under the effect of a darkvision spell.

Fast Sneak: Starting at 6th level, when using Move Silently and Hide, a shadow is able to move at his normal speed without suffering penalties to those skills.

Improved Evasion (Ex): At 6th level the shadow's evasion ability improves, he still takes no damage on a successful reflex save against attacks that allow such a save for half damage, but now only takes half damage on a failed save.

Always Sneaky: At 8th level, the shadow is considered to always be taking 10 on Move Silently and Hide checks . Unless the shadow wants to be seen or heard, make Spot or Listen to detect his presence.

Vampiric Blade (Su): At 10th level the shadow has formed a symbiotic bond with his lamina acuta. Once per day, he gains the ability to use the blade to siphon an opponents hit points to replenish his own. Any damage dealt to his opponent with this attack is automatically healed for the shadow.

Lamina Acuta

One of the signatures of the shadow, is the fabled Lamina Acuta, their unique blade. Every shadow must construct one of these weapons before he is inducted into the order. This is a long process taking 3 weeks leading up to the full moon, at which point the shadow must take the newly forged blade and complete a ritual to deconsecrate the blade. This ritual involves coating the blade with the shadow's own blood, then using the blade to sacrifice an innocent. This ritual bonds the lamina to its creator, the weapon becomes more effective in his hands.

Lamina Acuta
Size: S Damage: 1D6 Critical: 19-20/x2 Weight: 2 Lb. Type: Piercing/Slashing