Night Stalker - Shadow Defender

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Conception

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I’ve never been thrilled about the Shadow power source. The fact that there was but one class using it for a long time meant to me that it was a half-cocked idea Wizards barely got off the ground. Last month I looked into it on a whim and found that fans on the internet had created classes to fill out the missing roles. They were good, but none excited me. I began having ideas of my own. I had a vision of a grim and murderous, muscle-bound form emerging silently from the darkness, and the terror his victim experiences just before his hands bear down on it, ready to kill. I remembered hearing stories in the news about persons being stabbed 30 or more times in street crime or home intruders, and others involving blunt trauma to bone and flesh inflicted by hammer like weapons. My mind went to task on a Defender.


Night Stalker
“I know the darkness in your mind. Now you shall know mine!”

Class Traits
Role: Defender. You choose an enemy and keep it in your grasp until your work is done. Those you have affected cannot escape. You can lean towards controller or striker as a secondary role.
Power Source: Shadow. The Shadowfell has infected you both within and without. As a result you stand apart from others in the world you live in. Whether you fight for good or evil, you share this burden with your enemies.
Key Abilities: Strength, Charisma, Dexterity

Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, military melee
Implements: Holy Symbols, Weapons with which you have proficiency
Bonus to Defense: +1 Fort, +1 Ref

Hit points at 1st level: 15 + Constitution score
Hit points gained per level gained: 6
Healing surges per day: 9 + Constitution modifier

Trained Skills: From the class skill list below, choose four trained skills at 1st level.
Athletics (Str), Bluff (Cha), Endurance (Con), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex).

Consumed by darkness from another world that pervades this one, Night Stalkers haunt the dark corners of both civilization and the wilderness like ghosts. This force bolsters their physical form from the inside and radiates outward, affecting those around them. They carry with them the taint of the Shadowfell, and this pain can be felt by those near enough to enough to see it in their eyes.

Depending on whether one considers this a gift or curse, you could be a villain, delighting in the terror of the innocent, who takes by force, or you could be a grim champion seeking to protect others by punishing the wicked before your own doom is sealed. The life you been forced to lead has developed skills usually reserved for the underhanded, cruel, and desperate

Creating A Night Stalker

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All are physically beings, using Strength to impose themselves on others and hold them tightly. Some favor Dexterity also, skulking unseen until they are ready to pounce, while others use their Charisma for fear and manipulation.

Skulking Night Stalker
Shadows are drawn to you, cloaking and concealing you from the eyes of others. Use your Dexterity to reflect this in your powers and skills.
Suggested Feats: Improved Close-Quarter Fighting
Suggested Skills: Athletics, Perception, Stealth and Thievery
Suggested At-Will Powers: Close Quarter Cut, Fear Revealed

Terrifying Night Stalker
The taint of the Shadowfell glows more brightly within you. Your words and presence affects those near you. Use your Charisma to reflect this in your skills and powers.
Suggested Feats: Body Shield
Suggested Skills: Athletics, Bluff, Intimidate and Streetwise
Suggested At-Wll Powers: Dark Surge, Grip of the Shadowfell


Night Stalker Overview
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Characteristics: Pouncing on your enemies by force or guile, you strike fear into their hearts. You draw them near and do not easily let go. Power from your connection to the Shadowfell lets you reach enemies your hands cannot. You have some control of both the light and darkness around you.

Religion: Some follow gods with ambiguous motives such as Kord, The Raven Queen, or Sehanine, while some cast aside faith in a god altogether. A follow of Pelor may continue to revere him, though he feels not the warmth of the sun god.

Races: It is humans who most easily and most often fall under the corruption of the Shadowfell, though any creature with the propensity to use strength to control others, such as half-orcs and dragonborn, may also.


Class Features
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Fearsome Presence
You can use your Charisma modifier in place of your Dexterity or Intelligence modifier to determine your AC.

Grip of Fear
You can make grab attacks as a minor action, or in place of a melee basic attack. You gain a +2 bonus to grab attacks. This bonus increases to +4 at 11th level and +6 at 21st level. When you hit with a grab attack or sustain a grab, the target is marked by you until the end of your next turn. If an enemy fails to escape your grab using Acrobatics or Athletics, you can deal either Necrotic of Psychic damage to it equal to your Strength modifier. At 11th level, the damage increases to your Strength modifier +2. At 21st level, the damage increases to your Strength modifier +4.

Night Takes Hold

At-Will * Fear, Implement, Shadow
Immediate Interrupt Close burst 10
Trigger: An enemy marked by you moves further away from you.
Target: One creature
Attack: Strength vs. Will
Hit: The target’s movement ends, and you pull the target a number of squares equal to your Strength modifier. If the target is adjacent to you at the end of the pull, you can make a grab attack as a free action.

Power Of Fear

Night Stalkers draw strength from the fear of their enemies and it eases the pain of their connection to the Shadowfell. Do you off of it, making you resistant to your enemies attacks? Or does it draw the shadows themselves to you, concealing you from the eyes of your enemies?
Choose one of these two options.
-Armor of Terror
When you hit with a power that has the Fear keyword, you gain temporary hit points equal to your Strength modifier. The number of temporary hit point increases by 3 at 11th level and 6 at 21st level.
-Veil of Darkness
When you hit with a power that has the Fear keyword, you gain concealment until the end of your next turn. If you are in a zone created by a power with the shadow keyword, you instead gain total concealment until the end of your next turn.


Level 1 Powers
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New Keyword

Close-Quarter: Attacks with this keyword get a bonus to the damage roll equal to your Dexterity modifier when you usean off-hand weapon against a grabbed enemy.

Level 1 At-Will Invocations

Close Quarter Cut

At-Will * Close-Quarter, Shadow, Weapon
Standard Action  Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.

Chill of Night

At-Will * Cold, Rattling, Shadow, Implement
Standard Action  Close burst 1
Target: Enemies in burst
Attack: Strength vs. Will
Hit: Strength modifier cold damage of the chosen type, and you slide the target 1 square.

Fear Revealed

At-Will * Psychic, Shadow, Weapon
Standard Action  Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier psychic damage, and the target cannot take opportunity actions until the start of your next turn.

Grip of the Shadowfell

At-Will * Necrotic, Shadow, Weapon
Standard Action  Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier necrotic damage, and the target has a penalty to Escape attempts equal to your Charisma modifier until the end of your next turn.

Shadow Grasp

At-Will * Shadow, Implement
Standard Action  Ranged 10
Target: One creature
Attack: Strength vs. Reflex
Hit: 1d8 + Strength modifier damage, and the target is marked by you until the end of your next turn.

Level 1 Encounter Invocations


Sudden Pounce
Encounter * Close-Quarter, Shadow, Weapon
Standard Action  Melee weapon
Target: One creature
Effect: Make a grab attack.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier.
Special: When charging, you can use this power in place of a basic melee attack.

Dread of Night

Encounter * Fear, Psychic, Shadow, Weapon
Standard Action  Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier psychic damage, and you slide the target a number of squares equal to your Charisma Modifier.

Tainted Grasp

Encounter * Fear, Implement, Necrotic, Shadow
Standard Action  Ranged 10
Target: One creature
Attack: Strength vs. Will
Hit: 2d6 + Strength modifier necrotic damage, and the target is marked until the end of your next turn.

Level 1 Daily Invocations

Impeding Shadows

Daily * Implement, Psychic, Shadow, Zone
Standard Action  Close burst 3
Target: Enemies in burst
Attack: Strength vs. Ref
Hit: 2d10 + Strength modifier psychic damage
Effect: The burst creates a zone of dim light that lasts until the end of the encounter. Enemies who start their turn in the zone are slowed.

Dark Grasp

Daily * Implement, Rattling, Shadow, Zone
Standard Action  Close burst 3
Target: Enemies in burst
Attack: Strength vs. Will
Hit: 2d8 + Strength modifier damage.
Effect: The burst creates a zone of dim light that lasts until the end of the encounter. Enemies who start their turn in the zone are marked by you until the end of your next turn.

Tainted Shadow

Daily * Implement, Necrotic, Shadow, Zone
Standard Action  Close burst 3
Target: Enemies in burst
Attack: Strength vs. Fort
Hit: 2d6 + Strength modifier and the target is dazed (save ends).
Effect: The burst creates a zone of dim light that lasts until the end of the encounter. Enemies who start their turn in the zone take necrotic damage equal to your Strength modifier.


Other Powers

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Level 2 Utility Invocations

Cloaked Step
Encounter * Shadow, Zone
Move Action  Personal
Effect: Move your speed. During this movement you have total concealment.


Draw Out Darkness
Daily * Shadow
Minor Action  Personal
Effect: Until the end of the encounter, allies within 5 squares of you gain a +2 power bonus to Intimidate and Stealth.


Sudden Shadow
Encounter * Shadow, Zone
Minor Action  Close Burst 3
Effect: The area creates a zone of dim light that last until the end of your next turn.



Feats
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Connected to the Shadowfell
Prerequisite: Shadow power source
Benefit: When you are in a zone created by a power with the Shadow keyword, you gain a +3 bonus to Intimidate and Stealth.

Body Shield
Benefit: When you have an enemy grabbed, you gain cover from attacks that do not originate in a square adjacent to you.

Imposing Demeanor
Prerequisite: Night Stalker, Str 13
Benefit: You can use your Strength modifier instead of Charisma for Intimidate skill checks.

Close Quarters Fighting
Prerequisite: Night Stalker, Dex 13
Benefit: You gain a +1 bonus to melee attack and damage rolls against grabbed creatures when you are using a weapon with the off-hand property. The damage bonus increases to +3 at 11th level and to +5 at 21st level.

Night Eyes
Prerequisite: Shadow power source
Benefit: You gain low-light vision

Shadowy Weapon
Prerequisite: Night Stalker, Cha 13
Benefit: Your melee basic attacks gain the Fear keyword.