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3 months ago  ::  Mar 12, 2013 - 1:14PM #1
Ralcos
Date Joined: May 5, 2009
Posts: 84
I recently made a class, of which I think I balanced it quite well (hopefully).
Hopefully, you'll like it, and also I'll want some ideas to help flesh it out and fix anything.
Also, if you want, I'll allow every one of you to use this class for games.

 Spoiler: Show

Shadow Tempest


Alignment:          Any Neutral


Hit Dice:               D6


Class Skills:          Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Escape Artist, Gather Information, Hide, Jump, Knowledge (Local), Knowledge (Arcana), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Swim, Tumble, Use Magic Device, and Use Rope.


Skill Points at 1st Level:                                   (4 + INT modifier) x 4


Skill Points at each additional level:          4 + INT modifier


 


Class Features


All of the following are class features of the Shadow Walker


Weapon and Armor Proficiency:                                                                                                                                                   A Shadow Tempest is proficient with all simple weapons and martial weapons. He is only proficient in light armor. A Shadow Tempest can cast Shadow Walker Invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Shadow Tempest wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Shadow Walker still incurs the normal arcane spell failure chance for arcane spells received from other classes.


Invocations:


A shadow tempest does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A shadow tempest can use any invocation he knows at will, with the following qualifications: A shadow tempest’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A shadow tempest is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A shadow walker can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A shadow tempest’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A shadow tempest’s caster level with his invocations is equal to his shadow tempest level.


The save DC for an invocation (if it allows a save) is 10 +equivalent spell level + the shadow tempest’s Intelligence modifier. Since spell-like abilities are not actually spells, a shadow tempest cannot benefi t from the Spell Focus feat. He can, however, benefi t from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).


The four grades of invocations, in order of their relative power, are least, lesser, greater, and shadow. A shadow tempest begins with knowledge of one invocation, which must be of the lowest grade (least). As a shadow tempest gains levels, he learns new invocations, as summarized on Table 1–1 and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in Chapter 4 of this book. At any level when a shadow tempest learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a shadow tempest can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a shadow tempest can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a shadow tempest can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or shadow).


Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Shadow Tempests can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes, page 18, for details.


 


AC Bonus (Ex)


When unarmored and unencumbered, the shadow tempest adds his Wisdom bonus (if any) to his AC. In addition, a shadow tempest  gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).


These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.


 


Detect Magic (Su)


A Shadow Walker can detect magic as an at-will spell-like ability.


 


Mage Hand (Su)


A Shadow Walker can use mage hand as an at-will spell-like ability.


 


Sneak Attack


If a shadow tempest can catch an opponent when it is unable to defend itself effectively from his attack, he can strike a vital spot for extra damage.


The shadow tempest’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 shadow tempest flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the shadow tempest 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 tempest can make a sneak attack that deals nonlethal damage instead of lethal damage. He 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 tempest can sneak attack only living creatures with discernible anatomies—undead, constructsoozesplants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The shadow tempest 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 tempest cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. This feature stacks with levels of rogue, or any class and prestige class that gives sneak attack.


 


Evasion (Ex)


At 2nd level and higher, a shadow tempest 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 shadow tempest is wearing light armor or no armor. A helpless shadow tempest does not gain the benefit of evasion.


 


Arcane Soul (Ex)


At 12th level, a Shadow Tempest gains Spell Resistance equal to his Shadow Tempest level + 10. In order to affect the Shadow Tempest with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Shadow Tempest’s spell resistance.


 


 


Level


Base Attack Bonus


Base Fortitude Save


Base Reflex Save


Base Will Save


SPECIAL


1


+0


+0


+2


+2


Invocation (least), Detect Magic, Mage Hand, Sneak Attack +1d6


2


+1


+0


+3


+3


Evasion


3


+2


+1


+3


+3


Sneak Attack +2d6


4


+3


+1


+4


+4


 


5


+3


+1


+4


+4


Sneak Attack +3d6


6


+4


+2


+5


+5


Invocation (least or lesser)


7


+5


+2


+5


+5


Sneak Attack +4d6


8


+6/+1


+2


+6


+6


 


9


+6/+1


+3


+6


+6


Sneak Attack +5d6


10


+7/+2


+3


+7


+7


 


11


+8/+3


+3


+7


+7


Invocation (least, lesser, or greater), Sneak Attack +6d6


12


+9/+4


+4


+8


+8


Arcane Soul


13


+9/+4


+4


+8


+8


Sneak Attack +7d6


14


+10/+5


+4


+9


+9


 


15


+11/+6


+5


+9


+9


Sneak Attack +8d6


16


+12/+7


+5


+10


+10


Invocation (least, lesser, greater, or shadow)


17


+12/+7


+5


+10


+10


Sneak Attack +9d6


18


+13/+8


+6


+11


+11


 


19


+14/+9


+6


+11


+11


Sneak Attack +10d6


20


+15/+10/+5


+6


+12


+12


 


 


 


Level


Invocations Known


AC Bonus


1


1


+0


2


2


+0


3


2


+0


4


3


+0


5


3


+1


6


4


+1


7


4


+1


8


5


+1


9


5


+1


10


6


+2


11


6


+2


12


7


+2


13


7


+2


14


8


+2


15


8


+3


16


9


+3


17


9


+3


18


10


+3


19


10


+3


20


11


+4


 


 


Shadow Tempest Invocation List


 


Least Invocations (Spell Level Equivilant = 1st and 2nd)


Shadow Shield:  You gain Shield as a spell like ability.


Hold Portal:  You gain Hold Portal as a spell like ability.


Detect Secret Doors:  You gain Detect Secret Doors as a spell like ability.


Identify: You gain Identify as a spell like ability.


Charm: You gain Charm Person as a spell like ability.


Floating Disk: You gain Floating Disk as a spell like ability.


Disguise Self: You gain Disguise Self as a spell like ability.


Silent Image: You gain Silent Image as a spell like ability.


Expeditious Retreat: You gain Expeditious Retreat as a spell like ability.


Feather Fall: You gain Feather Fall as a spell like ability.


Obscure Object: You gain Obscure Object as a spell like ability.


Glitterdust: You gain Glitterdust as a spell-like ability.


Locate Object: You gain Locate Object as a spell like ability.


Hypnotic Pattern: You gain Hypnotic Pattern as a spell like ability.


Invisibility: You gain Invisibility as a spell like ability, except that only you can be targeted.


Minor Image: You gain Minor Image as a spell like ability.


Alter Self: You gain Alter Self as a spell like ability.


Knock: You gain Knock as a spell like ability.


Rope Trick: You gain Rope Trick as a spell like ability.


Spider Climb: You gain Spider Climb as a spell like ability, except that it only targets you and it lasts for 12 hours.


 


Lesser Invocations (Spell Level Equivilant = 3rd level)


Dispel Magic: You gain Dispel Magic as a spell like ability.


Tongues: You gain Tongues as a spell like ability, except that it lasts 12 hours and it only can be applied to you.


Heroism: You gain Heroism as a spell like ability, except that it only targets you.


Suggestion: You gain Suggestion as a spell like ability.


Displacement: You gain Displacement as a spell like ability, except that it only targets you.


Major Image: You gain Major Image as a spell like ability.


Fly: You gain Fly as a spell like ability, except that it only targets you and lasts 12 hours.


 


Greater Invocations (Spell Level Equivilant = 4th and 5th level)


Stoneskin: You gain Stoneskin as a spell like ability, except that it only targets you.


Dimension Door: You gain Dimension Door as a spell like ability.


Locate Creature:  You gain Locate Creature as a spell like ability.


Dismissal: You gain Dismissal as a spell like ability.


Planar Binding, Lesser: You gain Lesser Planar Binding as a spell like ability.


Teleport: You gain Teleport as a spell like ability, except that it only targets you.


Telepathic Bond: You gain Telepathic Bond as a spell like ability.


Dominate Person: You gain Dominate Person as a spell like ability.


Sending: You gain Sending as a spell like ability.


Telekinesis: You gain Telekinesis as a spell like ability.


 


Shadow Invocations (Spell Level Equivilant = 6th level)


Repulsion: You gain Repulsion as a spell like ability.


Legend Lore: You gain Legend Lore as a spell like ability.


Shadow Walk: You gain Shadow Walk as a spell like ability.


Desintegrate: You gain Desintegrate as a spell like ability.


Flesh to Stone: You gain Flesh to Stone as a spell like ability.


Stone to Flesh: You gain Stone to Flesh as a spell like ability.


Transformation: You gain Transformation as a spell like ability, except that it only targets you.

 

Thanks! 

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3 months ago  ::  Mar 12, 2013 - 2:30PM #2
EruditeApe
Date Joined: Dec 17, 2011
Posts: 1,678
No. Just, no. Seriously, no.

No real class features and all of its Invocations are spells, especially some of the most idiotic spells to make invocations(Standard action Planar Binding? lolno).

Also the name seriously needs work. Like, seriously, "Shadow Tempest" feels like a video game or YA novel aimed at preteens going through that painful-to-watch "edgy" phase."
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3 months ago  ::  Mar 12, 2013 - 8:10PM #3
Slagger_the_Chuul
Date Joined: May 26, 2001
Posts: 5,175
It appears to basically be a hybrid of the rogue and warlock, with maybe a tiny bit of monk.

The basic distribution of abilities is not too terrible (but you could use some more class features to fill the gaps), but the invocations are somewhat lacking since almost all of them offer little or nothing over the standard spells except being usable at-will.  With the relatively small number of invocations you get, you need each one to be individually better than that, which is why you see a lot of warlock invocations that combine the effect of a couple of spells.

While I don't think all that many of the spells are innately bad as invocations (they may be weak, but not intrinsically horrible), I'd have to agree with EA on planar binding.  You'd be better off with some kind of specialized summoning effect there.
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3 months ago  ::  Mar 12, 2013 - 9:51PM #4
Maat_Mons
Date Joined: Oct 24, 2005
Posts: 1,525

The class seems to alternate between being called “shadow walker” and “shadow tempest.”


It seems arbitrary and confusing to change the name of the highest grade of invocation from “dark” to “shadow.”


The AC bonus ability alternates between saying “shadow tempest” and “monk.” Also, it indicates it works in light armor at one point, but indicates it doesn't work with any armor at another point.


The detect magic and mage hand abilities are marked as supernatural but described as spell like.


I wouldn't give spell resistance as an ability. It also blocks spells allies try to use on you unless you take a standard action to lower it.


The class has some features intended for physical combat, but you don't do much to integrate invocations with it. Some spells you could adapt for invocations include arrow mind (Spell Compendium), arrow storm (Spell Compendium), arrowsplit (Champions of Ruin), blade storm (Spell Compendium), bladeweave (Spell Compendium), bloodfreeze arrow (Champions of Ruin), and shadow arrow (Champions of Ruin).


A few spells let you chose between multiple versions with different casting times. This could be an interesting idea for invocations as well. For example, instead of just having knock as an invocation, you could have an invocation with the option to use it as a swift action for an effect like instant locksmith (Spell Compendium), an option to use it as a swift action to use open lock and disable device at a distance, and an option to use it as a standard action to duplicate knock [edit: but with a range of touch].

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2 months ago  ::  Mar 17, 2013 - 10:50PM #5
Chimmy
Date Joined: Mar 5, 2013
Posts: 41
It's a rogue with better weapon options than the actual rogue, an armor proficiency yet it also has the monk's unarmored ability, and it can cast spell-like abilities with no usage/per day limits?

Honestly, I don't personally like it, but if you are going to use it, it sounds like it should be a 10-level prestige class, not a base class, but as-is, it's a poorly balanced one, as Maat_Mons said "The class has some features intended for physical combat, but you don't do much to integrate invocations with it."

You have a class that can do one thing, or the other. That's not inherently bad, but there needs to be some crossover at least for the class to "make sense." It just feels too much like a martial class smushed up with a weak spellcaster. Your self-targeted abilities aren't terrible, but they don't really jive with the fact that the class is martial.

If you want to go forward with this, I would suggest either swapping in more self-buffs (like ability-boosting spells) or making the class more of a party-utility class, by boosting its personal defense, lowering its personal offense, and swapping in abilities for invocation that benefit the whole party better.
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2 months ago  ::  Mar 21, 2013 - 9:36PM #6
Maat_Mons
Date Joined: Oct 24, 2005
Posts: 1,525

Here's an invocation list geared toward physical combat. I'm not entirely happy with it, but it should at least facilitate discussion.


Spoiler: Show


Least Invocations

  • Balancing Lorecall*: Gain bonus on balance; with enough skill, balance on walls and liquids.
  • Beguiling Influence: Gain bonus on bluff, diplomacy, and intimidate checks.
  • Bladeweave*: Daze a creature with your melee attacks.
  • Control Light*: Adjust ambient illumination.
  • Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
  • Guided Shot*: Ignore distance, cover, and concealment on ranged attacks.
  • Instant Diversion*: Quickly create short-lived illusory duplicates of yourself.
  • Leaps and Bounds: Gain bonus on balance, jump, and tumble checks.
  • Listening Lorecall*: Gain bonus on listen; with enough skill, gain blindsense and blindsight.
  • Magic Insight: Detect magic auras; identify magic items.
  • Masquerade*: Change your form within limits.
  • See the Unseen: Gain see invisibility as the spell and darkvision.


Lesser Invocations

  • Arrow Storm*: Attack many creatures with a ranged weapon.
  • Charm: Cause a single creature to regard you as a friend.
  • Chill Aura*: Creatures attacking you take cold damage.
  • Fell Charge*: Make a full attack on a charge; charge in situations when others cannot.
  • Fell Flight: You gain a fly speed with good maneuverability.
  • Flee the Scene: Use short-range dimension door as the spell, and leave behind a major image.
  • Knight's Move*: Quickly teleport adjacent to foe.
  • Tongues*: Use tongues (self only) as the spell.
  • Voracious Dispelling: Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.
  • Walk Unseen: Use invisibility (self only) as the spell.


Greater Invocations

  • Devour Magic: Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of the spell successfully dispelled.
  • Draconic Toughness: Gain temporary hit points equal to your level.
  • Enervating Shadow: Gain total concealment in dark areas and impose a strength penalty on adjacent living creatures.
  • Shadow Form*: Gain concealment and bonus on hide and move silently; gain bonus on escape artist and can move through walls.


Dark Invocations

  • Bloodfreeze*: Your attacks deal cold damage and may cause paralysis.
  • Path of Shadow: Use shadow walk as the spell and speed up natural healing.
  • Perilous Veil: Use veil as the spell; anyone succeeding on will save to negate the illusion takes damage.
  • Retributive Invisibility: Use greater invisibility (self only) that deals damage in a burst if dispelled.
  • Shadow Shield*: Creatures attacking you may be blinded.


-


Arrow Storm


Lesser; 3rd


You can use arrow storm, as the spell.


[Arrow storm: Spell Compendium, page 16]


-


Balancing Lorecall


Least; 2nd


This invocation functions as balancing lorecall, except as noted here. The duration is 24 hours, and the insight bonus to balance checks is equal to your caster level.


[Balancing lorecall: Spell Compendium, page 23]


-


Bladeweave


Least; 2nd


You can use bladeweave as the spell, except the duration is 1 round.


[Bladeweave: Spell Compendium, page 31]


-


Bloodfreeze


Dark; 6th


For the next 24 hours, all your weapon attacks are imbued with bitter cold. Each attack deals +2d6 cold damage. This stacks with any cold damage the weapon normally deals. Each round, select a creature you successfully damaged with a weapon attack. It must make a fortitude save or be paralyzed. A paralyzed creature is allowed a new save each round to break free from the effect.


-


Chill Aura


Lesser; 3rd


This spell functions as wounding whispers, except as note here. The effect last 24 hours, and it deals cold damage instead of sonic damage.


[Wounding whispers: Spell Compendium, page 242]


-


Control Light


Least; 1st


You can use control light as the power.


[Control Light: Expanded Psionics Handbook, page 87]


-


Fell Charge


Lesser; 4th


Using this invocation is a swift action. For one round, you gain the pounce ability, and you can charge through difficult terrain and spaces occupied by enemies or noncombatants.


-


Guided Shot


Least; 1st


You can use guided shot as the spell.


[Guided shot: Spell Compendium, page 108]


-


Instant Diversion


Least; 1st


You can use instant diversion as the spell.


[Instant diversion: Races of the Dragon, page 113]


-


Knight's Move


Lesser; 3rd


You can use knight's move as the spell.


[Knight's move: Spell Compendium, page 129]


-


Listening Lorecall


Least; 2nd


This invocation functions as listening lorecall, except as noted here. The duration is 24 hours, and the insight bonus to listen checks is equal to your caster level.


[Listening lorecall: Spell Compendium, page 133]


-


Masquerade


Least; 1st


This invocation functions as disguise self, except as noted here. The effect is a physical alteration, not an illusion. As such, interaction does not allow a save. The effect last for 24 hours, or until you dismiss it or use this invocation to assume a different form.


-


Shadow Form


Greater; 5th


This invocation functions as shadow form, except as noted here. The duration is 24 hours. The competence bonus on escape artist, hide, and move silently is equal to your caster level. The effect does not end when you attempt to pass through an object or barrier.


[Shadow Form: Spell Compendium, page 183]


-


Shadow Shield


Dark; 6th


For the next 24 hours, any creature that succeeds on a melee attack against you must make a will save or be blinded for a number of rounds equal to your caster level.


-


Tongues


Lesser; 3rd


This invocation functions as tongues, except as noted here. You can only target yourself, and the effect lasts for 24 hours.


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2 months ago  ::  Mar 22, 2013 - 12:25AM #7
Ahruhn
Date Joined: Jan 9, 2013
Posts: 140
This is a real nice collection of stuff, but to me it looks just like a bunch of abilites the writer wanted to group together and call it a class.

Hmmm, I like dudes that can stab for loads of damage, get a bunch of at will abilities so I don't have to worry about uses per day, free AC bonuses since I'm restricting him to only light armor, Oh, and don't forget the spell resistance. Wait, I also want to be able to detect all magic as often as I want starting at first level.

Really??

I'd have to hear a backstory of some kind to explain where this class falls into the world or something before I'd be able to buy this as a base class. It would have to be a really good one too. Mainly what I want to know Why? and how does this skill set make sense when combined.

I agree with Chimmy that this concept would work much better as a 10 level Prestige Class, but it would still need some major work and a sensible backstory to bring it all together.

Regarding the at will Detect Magic...get rid of it...or...make it a limited use per day ability until tenth level or so...or...make it a selectable Invocation....or...if you want unlimited Detect Magic then take the feat Vatic Gaze when it's available.
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