Chain Mauler

Hamza Mīnakshi's page

405 posts. Alias of Monkeygod.


Yaksha Shadow Lord


Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2






Lawful Evil


Abyssal, Common, Daemonic, Draconic, Infernal, Nibenese, Raamite, Shadow Tongue, Tyrian, Urikite.

Strength 20
Dexterity 30
Constitution 20
Intelligence 22
Wisdom 22
Charisma 18

About Hamza Mīnakshi

Basic Info:
Initiative+22, Senses Perception+19, See in Darkness, Darkvision 120’’

AC 35(+5 armor, +2 deflection, +10 Dex, +2 dodge, +2 natural armor, +2 competence), Touch 16, Flat-Footed 12 Resist Cold 10, Elec 10 DR 10/Magic, Uncanny Dodge, Evasion

Wounds: 40, threshold 20. Vigor 114

Fort+17, Ref+22, Will+18 (+1 all saves vs divine spells/effects)

Speed 55ft

Melee +34 Bloodwind [1d6+24/1d6+24/19-20x2]

Ranged +17 hand crossbow [1d4/18-20(x2)]

Special Attacks Deadly Strike+3d6

Base Attack+5 CMB+9(+2 to all trip, disarm, dirty trick, feint, reposition and steal checks), CMD 31

Feats Advanced Study(Brilliant Moon, Copycat Cut), Advanced Study(Altered Penumbra, Resonance Strike), Advanced Study(Flickering Defense, Persecution), Advanced Study(Devastation Roll, Fetch’s Wrath), Blind Fight(bonus), Chakra Strike(Akashic), Combat Reflexes, Dark Authority, Deadly Agility(bonus), Deft Maneuvers, Discipline Focus(Veiled Moon, bonus), Disruptive(bonus), Enhanced Capacity, Essence of Movement(Akashic), Essential Recuperation, Extra Nightblade Art(Shadow Equipment), Extra Nightblade Art(Shadow Motion), Extra Stalker Art(Critical Edge), Extra Stalker Art(Deadly Ambush), Extra Stalker Art(Deadly Insight), Extra Stalker Art(Murderous Insight), Extra Stalker Art(Phantom Reach), Extra Staker Art(Rogue Talent, Shades of Grey), Familiar Companion(HOP), Gestalt(Eclipse, HOP), Gestalt(Nightblade, HOP), Grasp of Darkness, Improved Initiative, Lurker in Darkness, Magic User(Eclipse, HOP), Malevolence, Persuasive, Precise Shot, Prestigious(Umbral Blade, HOP), Shadowy Dodge, Skill Focus(Diplomacy), Skill Focus(Stealth), Skill God (Diplomacy, HOP), Skill God(Stealth, HOP), Step Up, Stealthy, Weapon Focus(Double Chained Kama, bonus), Winds of War.

Ki Pool: 8

Essence: 6

Traits Raamite Insurrectionist, Unorthodox Method(trading Stalker Veiled Moon for Black Seraph)

Change Shape (Su): Yaksha can assume the appearance of a Small or Medium humanoid at will. This ability functions similar to alter self, but the yaksha retains her original form’s darkvision and does not gain an adjustment to her ability scores.

Alternate Racial Traits

Divine Rejection: Placing one’s faith in another being is a sign of weakness, and the yaksha scoffs at her prey that does so. She gains a +1 bonus on all saving throws against divine spells and effects. This racial trait replaces the unnatural movement racial trait.

Skills Acrobatics+26, Bluff+16(+4 to lies), Diplomacy+21, Disguise+12, Heal+14, Intimidate+11, Knowledge(local)+17, Knowledge(planes)+17, Knowledge(religion)+17, Perception+19, Sense Motive+18, Spellcraft+14, Stealth+36, Survival+13

Background Skills Knowledge(nobility)+17, Linguistics+12, Lore(Alaka)+17, Lore(Raam)+17, Sleight of Hand+17


Disciplines: Black Seraph, Broken Blade, Cursed Razor, Glacial Frost, Riven Hourglass, Scarlet Throne, Shattered Mirror, Steel Serpent, Tempest Gale, Thrashing Dragon, Veiled Moon.

Stalker Known (10): Disarming Shot(s), Fading Dodge(c), Fear Eating Technique(b), Flick of the Wrist(b), Icy Flare(s), Iron Fang(s), Hunting Serpent Blow(s), Shadow Feather Strike(s), Steel Flurry Strike(s), Sudden Gust(s), Sun Dips Low(c).

Stalker Readied (6):

Stalker Stances (3): Battle Dragon Stance, Body of the Night, Outer Sphere Stance.

Harbinger Known(8): Altered Penumbra(c), Brilliant Moon(s), Chronal Aggression(s), Copycat Cut(s), Dimensional Strike(s), Fading Strike(s), Half-Gone(c), Prince’s Attitude(b), Reflected Blade Style(b), Resonance Strike(s), Rising Zenith Strike(s), Time Skitter(b), Torment the Weak(s)

Harbinger Readied(5):

Harbinger Stances(4): Sands of Time Stance, Riven Hourglass Stance, Touch of the Witch

Mage Hunter Known(1) Scarlet Eye’s Perception(b)


Basic Mythic Abilities: Amazing Initiative, Hard to Kill, Mythic Power(7/day), Surge +1d6,

Mythic Feats: Improved Initiative, Weapon Finesse, HOP Weapon Finesse.

Trickster Path Abilities: Surprise Strike, Backstabber, Shadow Cloak.

Class Features:

Accursed Will (Ex): A harbinger is not an entirely physical being; the darkness within her supplements her body, impelling her to acts of stunning violence. Starting at 1st level, the harbinger gains an insight bonus on attack rolls equal to 1/2 her harbinger initiation modifier (minimum +1). At 10th level, she gains an insight bonus on damage rolls equal to her harbinger initiation modifier.

Anchoring Point (Su): The mage hunter’s foes are often known to use magical means to escape from him, and the Grimoire Serpentis Ferra has taught him a few tricks to prevent his foes from escaping so easily. As part of a successful martial strike, the mage hunter expends a 1st or higher-level spell slot as a free action and may attempt to target the foe with a dimensional anchor effect as a supernatural ability. Anchoring point lasts for a number of minutes equal to the level of the expended spell slot.

Arcane Tenacity (Ex): A mage hunter’s spells are particularly difficult to dispel; add 6 to the DC required to dispel the character’s mage hunter spells.

Blade of Night: As the umbral blade’s shadow blade becomes a conduit for darkness and shadow, he is capable of opening a dread gateway within his soul to cause this darkness to surge through him and through the open conduit that is his weapon. The umbral blade may charge his shadow blade (be it a single weapon, double weapon, or paired weapons) with this power as a move action, and later when needed, he may release this power as a free action as part of an attack or martial strike. This hungry and chilling darkness inflicts cold damage, and Blade of Night’s bonus cold damage is added to each attack that the character makes during the round it is activated on.(1d8)

Blending (Su): At 6th level the stalker’s natural attunement to the flow of ki in other people grants him insight in reading others and avoiding their notice. The character gains a +2 insight bonus to Perception, Sense Motive and Stealth checks. At 16th level, the stalker’s abilities improve further, and the character is permanently under the effects of a pass without trace spell.

Chakra Binds: At 3rd level and every three levels thereafter, the eclipse gains the ability to bind veils directly to their chakra, unlocking potent new abilities. The eclipse gains the ability to bind slots in the following order: Hands, Feet, Head, Wrists, Shoulders, and Belt.

Combat Insight (Su): At 2nd level, the keen senses and awareness of the stalker delivers him a sort of sixth sense. This insight performs as an intuitive alarm, alerting him of danger. Through his rigorous practice and learning to trust his instincts and intuition to an unearthly level, the senses of the stalker are unusually sharp.

At 2nd level, the stalker’s combat sense opens his third eye, granting him defensive reflexes that protect him in combat. The stalker may add his stalker initiation modifier to his initiative score and to Reflex saving throws as an insight bonus.

At 4th level, the heightened perceptions of the stalker allow him to know when his prey could get the jump on him, granting him the uncanny dodge class feature (see rogue class for details).

At 8th level, the killer’s instinct in the stalker is honed to a razor’s fine edge, allowing him to add his stalker initiation modifier as a competence bonus to confirm critical hits. This ability counts as if the character possessed the Critical Focus feat, and for the purposes of taking critical feats that the character qualifies for. The character may not select the Critical Focus feat once he has this ability, and should he have it before he gains this ability, he loses the Critical Focus feat and may select a critical feat in its place.

At 12th level, the stalker’s insight allows him to funnel the ki of his foes into his form with his deadly attacks. The character can recover a single expended maneuver when he scores a successful critical hit against a living creature. This ability does not function against constructs, undead, or creatures with under 1/2 HD.

At 18th level, the heightened precognitive abilities of the stalker manifest in his ability to sense things around him that others cannot, granting him blindsight of 30-ft. This is a supernatural ability.

Dark Claim (Su): Starting at 1st level, a harbinger gains the ability to reach out with her sorcerous malice, marking foes as her own. As a swift action, the harbinger may Claim an opponent that she can see (including with special senses such as blindsense or tremorsense) within close range (25 feet + 5 feet per 2 harbinger levels) for a number of rounds equal to 1/2 her class level (minimum 1 round). A harbinger can have a maximum number of creatures Claimed equal to her harbinger initiation modifier (minimum 1), and may not Claim a creature she has already Claimed until or unless the Claim expires. Claimed creatures using the Withdraw action to leave a square threatened by the harbinger provoke attacks of opportunity from her.

In addition, the harbinger automatically knows the position of creatures she has Claimed. Any opponent the harbinger cannot see still has total concealment (50% miss chance) against her, and the harbinger still suffers the normal miss chance when attacking creatures that have concealment. The harbinger is still denied her Dexterity bonus to her AC against attacks from Claimed creatures she cannot see.

Dark Focus (Ex): Though all Harbingers tap into violence and sorrow, they inevitably specialize in a method of combat that calls to them deep within themselves. At 2nd level, a harbinger selects one discipline she has access to from her harbinger levels to be her dark focus. She gains a +1 bonus on attack and damage rolls when initiating strikes and counters from her dark focus discipline. The bonus to attack and damage rolls increases by +1 at 5th level and every four levels thereafter. In addition, she gains a +1 bonus to the save DCs of maneuvers from her dark focus discipline. (Hamza has chosen Veiled Moon.)

At 6th level, the harbinger gains either Advanced Study or Discipline Focus in her dark focus discipline as a bonus feat, even if she does not meet the prerequisites. In the case of Advanced Study, both maneuvers selected must be from her dark focus discipline.

At 10th level, the harbinger selects a second discipline as her dark focus in addition to her original dark focus discipline. She does not gain an additional bonus feat, although the other bonuses from her dark focus class feature apply to the second discipline as well.

At 14th level, the harbinger’s dedication bears violent fruit. She may expend a readied maneuver to spontaneously initiate any maneuver she knows from her dark focus disciplines that is one or more levels lower than the expended maneuver, regardless of whether or not she has the dark focus maneuver readied. The initiation action of the spontaneously initiated maneuver is unchanged.

At 20th level, the harbinger treats all maneuvers from her dark focus disciplines as being readied at the beginning of each encounter, in addition to her normal pool of readied maneuvers.

Darkvision: Starting at 1st level, the eclipse gains darkvision out to 60 feet; if they already have darkvision, it is increased by 30 feet. This increase stacks with other effects that increase the range of the eclipse’s darkvision. The eclipse may invest essence into this ability to increase
its effects; for every point of essence invested, the range of the eclipse’s darkvision increases by an additional 20 feet. At 4th level, and again at 12th level, the eclipse increases the maximum essence capacity of this ability by 1. If the eclipse has at least 4 points of essence invested
in this ability, they gain the supernatural ability to see in darkness and can see perfectly in darkness of any kind, including that created by deeper darkness. If the eclipse has at least 7 points of essence invested in this ability, they are immune to the blinded and dazzled conditions and gain a +5 competence bonus on all saving throws against gaze effects.

Deadly Strike (Ex): The stalker is capable of maximizing his deadliness whenever he lands a critical blow upon his opponent, opening his target up for future punishment as the stalker becomes attuned to his prey. Whenever the stalker scores a successful critical hit against a creature, his deadly strike ability activates against that creature for a number of rounds equal to his stalker initiation modifier. Deadly strike inflicts extra damage, to only this target creature, on all of the stalker’s attacks. This extra damage is 1d6 at 1st level, and increases by 1d6 for every four stalker levels thereafter. When the stalker scores a critical hit, this extra damage is not multiplied, it is simply added to the damage. If the stalker scores a successful critical hit during the time his deadly strike is active, the duration of this ability is extended by one round (no more than one extension can be made per round). Ranged attacks can count as deadly strikes only if the target is within 30-ft.. Deadly strike is more effective with weapons with higher critical multipliers, such as scythes and battle axes. Weapons with a x3 critical multiplier inflict damage with deadly strikes using a d8 instead of a d6, and weapons with a critical multiplier of x4 use d10’s. Damage multipliers higher than x4 use d10’s for deadly strikes damage.

Deadly strike may not be used with weapons that inflict non-lethal damage. The stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Creatures immune to critical hits or precision damage cannot be targeted by a deadly strike. A stalker cannot deadly strike while attacking a creature who has concealment.

Dodge Bonus (Ex): The stalker’s heightened perception of danger allows him to defend himself from attacks as they are made against him, anticipating the attacks as they come. A stalker gains a +1 dodge bonus to his Armor Class at 2nd level, which improves by an additional +1 every four stalker levels thereafter. When recovering maneuvers as a full round action, the character may add his stalker initiation modifier to his AC as an additional dodge bonus; his defensive precognition being heightened by centering his ki through maneuver recovery.

Embrace the Shadows (Su): At 3rd level, the umbral blade learns a signature stance of his new existence being half in shadow. This ability is a supernatural ability and a Veiled Moon stance of 3rd level. To enter this stance requires a swift action, and the character forgoes any stance that the character currently is using to use Embrace the Shadows. While in this stance, the character’s form and features change, his skin becoming mottled heavily with inky black shadow and his eyes, hair, nails, and teeth turn pitch black. Maneuvers of the Steel Serpent, Thrashing Dragon, and Veiled Moon disciplines have their saving throw DC’s increased by 2. He gains a +2 profane bonus per umbral blade level to his Intimidate checks due to his fearsome appearance and he automatically fails any Handle Animal check he makes due to his unnatural form. Additionally, this stance improves the umbral blade’s natural armor bonus to AC by +2, and he gains a +2 profane bonus to saving throws as his form becomes very resilient. Lastly, he gains a +2 profane bonus to Stealth checks per umbral blade level while in this stance.

Elusive Shadow (Ex): The harbinger’s unnatural alacrity protects her from harm as she shies away from whirling blades and streaking spells alike. Starting at 5th level, a harbinger gains a +2 dodge bonus to her AC and Reflex saves during any round in which she has moved at least 10 feet (including by teleportation effects such as omenwalk).

Enigma (Su): Enigmas blend the power of darkness with martial techniques or enhance
the power of veils, allowing the eclipse to strike an opponent unseen, cut through reality to
strike creatures who hide between the worlds, and a wide variety of other abilities. Enigmas can be used whenever the eclipse makes an attack action or uses a targeted veil ability (any effect from a veil that requires you to select one or more targets for the effect, but not
effects that affect an area) against an opponent who is flat-footed, flanked, denied their Dexterity bonus to AC, or who is unaware of the eclipse’s presence. If the weapon or veil attack misses, or if the target succeeds on their save against the veil effect, the effects of the enigma are wasted. If the veil effect grants multiple attack rolls, only one attack roll needs to connect to deliver the enigma's effects. The eclipse can only apply the effects of a single enigma on a given attack action or veil ability activation; if a veil grants multiple attacks against a single target as part of its activation, only one attack benefits from the enigma’s effects. At 2nd level and every 2 levels thereafter the eclipse learns one of the following enigmas.

Evasion (Ex): A nightblade of 2nd level can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the nightblade is wearing light armor or no armor. A helpless nightblade does not gain the benefit of evasion.

Grim News (Su): Like a ghost or a rumor, the harbinger moves with supernatural acumen. Starting at 3rd level, a harbinger can move up to her speed as a swift action once per encounter. She can use this ability twice per encounter at 9th level, and three times per encounter at 15th level.

At 9th level and again at 15th level, the harbinger selects one of the following abilities. One made, her choice is permanent and cannot be changed.

Dark Wings: The harbinger gains a fly speed equal to her base land speed, with good maneuverability. This flight is supernatural in nature; though the harbinger may develop wings or another form of evident propulsion, she flies through supernatural acumen alone.
Omenwalk: The harbinger gains the ability to teleport up to her speed as a move action. The harbinger does not need line of effect or line of sight to her destination, although she still provokes attacks of opportunity for leaving a threatened square when using this ability.
Spider’s Boon: The harbinger gains a climb speed equal to her base land speed. In addition, she develops a sticky grip that aids her in battle, granting her a +4 racial bonus on grapple checks and to her CMD.
Water Dweller: The harbinger gains a swim speed equal to her base land speed. In addition, the harbinger no longer needs to breathe and becomes immune to inhaled poisons.

Ill Tidings (Ex): Like unwanted news, the harbinger travels swiftly. At 1st level, a harbinger gains a +10-foot competence bonus to her movement speeds. At 10th level, this bonus increases by +10 feet. Apply this bonus before modifying the harbinger’s movement speeds because of any load carried or armor worn.

Ki Pool (Su): At 1st level, a stalker gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the stalker’s ki pool is equal to 1/2 her stalker level + his stalker initiation modifier (minimum of 1).

At 1st level, the stalker may spend 1 point of ki to grant himself a +4 insight bonus to a single Perception or Sense Motive check as an immediate action, as he uses his ki to feel out the vibrations of others and their hidden motives.

At 5th level, the stalker may use his deadly strikes in conjunction with his combat insight to “read” his opponent’s defenses and deliver devastating blows beyond his foe’s guard. The stalker spends one point of ki as a swift action to read his target opponent, and may apply his deadly strike to all martial strikes initiated by the stalker for a number of rounds equal to his stalker initiation modifier against this target. If the stalker scores a successful critical hit against the target while this ability is active, then he activates deadly strike as normal.

At 7th level, the stalker may spend 1 point from his ki pool to gain a +4 insight bonus on a saving throw as an immediate action.

At 9th level, the stalker can delve into his subconscious in battle and remember key lessons from his training. The stalker envisions potential scenarios where martial abilities he has not readied come into play and gains a momentary burst of martial insight. A number of times per day equal to his stalker initiation modifier, the stalker can spend one ki point as a swift action and trade one readied maneuver for another maneuver known of the same level or lower. The new maneuver is immediately readied and accessible for use. The character may initiate this maneuver and recover it as if he had prepared at the beginning of the day (or when ever the stalker readied his maneuvers last) until the end of the combat encounter.

The ki pool is replenished each day after 8 hours of rest and meditation; these hours do not need to be consecutive. If the stalker possesses levels in another class that grants points to a ki pool, stalker levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The stalker can now use ki points from this pool to power the abilities of every class he possesses that grants a ki pool.

Martial Arcanist (Ex): At 1st level, a mage hunter’s practice merging spellcasting and swordplay allows him to cast spells without arcane spell failure wearing light armor or bucklers. At 8th level, this ability improves further to allow unhindered spellcasting in medium armor. This class feature only functions when the character is casting a mage hunter spell. Lastly, a mage hunter gains the Disruptive feat at 1st level. At 8th level, the mage hunter also gains the Spellbreaker feat. He does not need to meet the prerequisites for these feats.

Massacre (Ex): The scent of blood in the air and the gentle throb of fading life force impels the Harbinger to further heights of violence. Starting at 4th level, a harbinger can initiate one of her readied strikes against an adjacent creature as an immediate action when she reduces an opponent to 0 or fewer hit points. She can only initiate strikes with an initiation action of one standard action with this ability. The harbinger can use this ability once per encounter at 4th level, twice per encounter at 10th level, and three times per encounter at 16th level.

Nighteye (Ex): At 3rd level, the nightblade gains darkvision out to 30 feet. At 9th level, this distance increases to 60 feet. If the nightblade already has darkvision, its range is increased by these amounts. She also gains Blind-Fight as a bonus feat. If she already has this feat, she can choose any other feat she qualifies for.

Occultation (Su): From 1st level on, as a standard action the eclipse can create a copy of their self made of pure darkness, known as an occultation. This umbral copy appears in a square adjacent to the eclipse and acts immediately on the eclipse’s turn. The occultation shares all of the eclipse’s statistics (including size and weight), movement speeds, and abilities, including equipped items and veils (but not consumable or limited use items such as potions, wands, and scrolls), but is instantly destroyed if it takes any damage or fails a saving throw against any spell or effect. The eclipse can switch their perceptions freely between their self and the occultation on their turn, determining their line of sight and other senses from the occultation’s location, speaking through the occultation, and using the occultation as the point of origin for any attack, veil ability, skill check, or other effect the eclipse is capable of using or creating. The occultation has only a single move action each turn (though the eclipse can
use their own standard action for channeling attacks and effects through the occultation) and can threaten enemies for flanking or even making attacks of opportunity, though any attacks of opportunity it makes count against the eclipse’s total number of attacks of opportunity for the
round. The occultation can be dismissed as a free action. If the occultation is ever more than 50 ft. + 50 ft. per class level away from the eclipse, it immediately dissipates and must be conjured again (a standard action). As long as the eclipse does not have an active occultation the raw power of darkness shrouds them, granting them an armor bonus to AC, and a competence bonus to Stealth checks while in areas of dim or darker light, equal to half their class
level (minimum 1).

Shadow Armament (Sp): You can create a weapon made out of shadowstuff. The weapon must be a melee weapon you are proficient with. Being made of shadowstuff, the weapon is only partially real; creatures that realize the weapon is not real are less affected by it.

When you first attack a creature with the armament, it is entitled to a Will save to realize the weapon isn’t real. On a successful save, the weapon deals half damage to the target for the duration of the armament. A creature only gets one saving throw, regardless of how often you strike the creature.

At 1st level, the weapon created has a +1 enhancement bonus. For every three levels after 1st, the total enhancement of the weapon increases by 1, to a total enhancement of +7 at 19th level. The weapon cannot have an enhancement bonus higher than +5 (as with a normal weapon). At 4th level, these bonuses can be used to add any of the following weapon properties: blindstrike, frost, ghost touch, icy burst, keen, necrotic, necrotic burst, ominous, vorpal, and wounding. These properties do not function on a creature that makes its Will save. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. Duplicate abilities do not stack. The armament must be given at least a +1 enhancement bonus before any other properties can be added. These bonuses and properties are decided when the armament is created and cannot be changed until the next time you use this power.

Creating a shadow armament is a move action and lasts for a number of minutes equal to your Charisma modifier (minimum 1). As long as the armament’s duration lasts, you can “stow” and “draw” the weapon by dispersing and rematerializing the weapon. This takes the same amount of time it takes for you to draw or sheathe a normal weapon, including any reductions in time from feats and abilities such as Quick Draw. If you are ever disarmed of the armament or you throw it (as a thrown weapon) you can rematerialize the same weapon as if you were drawing it.

You can only have one shadow armament in existence at a time. If you use the power again, the previous armament vanishes. Hamza can create this weapon 2/day

Shadow Barrier (Su): As an immediate action, you can expend a shadow surge to turn your shadow into a solid barrier. The barrier grants you cover against a single enemy against the next attack or spell it uses against you, giving you a +4 bonus to Armor Class and a +2 bonus on Reflex saving throws. After a single attack is made, whether it hits or not, the barrier vanishes. At 10th level, the barrier instead lasts until the start of your next turn, granting you cover against all attacks and spells used against you by a single opponent during that time.

Shadow Blade (Su):

The umbral blade’s mind is permanently connected to the Plane of Shadow by his bond with the essence of a creature of darkness and fear. His soul is profoundly affected by this, and his pact with this force is bound to his very flesh.

Whenever he wields a weapon from the associated weapon groups of the Veiled Moon discipline, as a swift action the blade may be changed and altered by his promise to this darkness, resulting in it becoming a blade of ephemeral shadow and writhing smoke (when wielding multiple weapons or using a double weapon, both weapons or both weapon ends are enveloped with this darkness when it is called as the same swift action). This supernatural shadow blade inflicts an additional 1d6 points of cold damage when used. In other aspects it functions as a traditional weapon. As the shadow blade is comprised of his soul’s dark energies and the energies that he wields as a Veiled Moon disciple, he may add his initiation modifier to the weapon’s damage in place of his Strength modifier, and may always use Weapon Finesse with his shadow blade due to its lightened weight from its ephemeral nature. This effect ends when the umbral blade is no longer wielding an enveloped weapon or at will (a thrown shadow blade weapon will retain its properties until after it has been thrown, discharging when it comes to rest).

Shadow Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your nightblade level. Unlike most arcane bonds, your familiar or bonded object can meld with your shadow. Melding your bonded object into your shadow or turning it back to a normal item is equivalent to drawing or stowing that object as appropriate (typically a move action) and appears in the appropriate place when manifested, such as around your neck for a bonded necklace or in your hands for a bonded weapon. Melding with your shadow or turning back to familiar form is a move action for your familiar.

When melded with your shadow, the familiar does not count as a creature separate from you. It continues to grant its special familiar ability while melded, but otherwise has no abilities and can take no actions except to transform from shadow into creature. It cannot be targeted by effects or spells, nor do spells that target you benefit or harm the familiar while it is melded. A bonded object that is melded cannot be targeted by effects, nor stolen, sundered, and so on, but is considered held or worn for the purpose of casting spells. A bonded object that is melded with your shadow continues to grant any passive benefits the object would grant when worn or held, such as the deflection bonus to AC from a ring of protection, but you cannot use any spell-trigger, activated, or command word abilities the object may have. You cannot use another magic item that occupies the same slot as a melded bonded object; if you do, the worn item takes precedence and the bonuses from the bonded object are negated (though you can still cast spells as if you were holding or wearing your bonded object).

Shadow Surge (Su): At 2nd level, the nightblade gains the ability to create a condensed reserve of energy from the Plane of Shadow which she can expend to great effect, but creating the reserve takes effort. The nightblade can spend a standard action that provokes attacks of opportunity to gain a single shadow surge. When she does this, her shadow becomes darker and more distinct as it is infused with the planar energy.

The shadow surge is an expendable resource that the nightblade can use to fuel her various abilities. She cannot have more than one surge at a time, but there is otherwise no limitation on how many times a day the nightblade can create or use shadow surges. The nightblade has these surges indefinitely until she expends them, though she loses her surges if she is ever unconscious, asleep, or killed.

The nightblade can expend a shadow surge as a free action when making a Stealth check to enshroud herself in darkness, letting her roll twice and take the better result. In addition, the nightblade gains a method of expending her shadow surge based on her chosen nightblade path. This surge ability is described in the path’s entry. The nightblade can gain new ways to use shadow surges as she grows in skill, typically through gaining a nightblade art (see below).

Trapfinding: An eclipse adds 1/2 their class level (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An eclipse can use Disable Device to disarm magical traps.

Umbral Sight (Su): The umbral blade gains the ability to see in darkness as a true creature of the night. He gains darkvision out to 60 ft. If the character already possesses darkvision, its range increases by 30 ft.

Veilweaving: An eclipse learns to shape the magical power known as akasha into powerful veils, which are drawn from the eclipse veil list. They know and can shape any veil from this list. The DC for a saving throw against a veil’s abilities is 10 + the number of points of essence
invested in the veil + the eclipse’s Intelligence modifier. They can only shape a certain number of veils per day (see eclipse class table). Veils are constructs of pure magic and are suppressed while in the area of an antimagic field or similar phenomena.

At 1st level the eclipse also gains access to their own personal pool of essence, which can be invested into veils and other receptacles to increase their power. The pool of available essence is listed in the eclipse’s class table; the eclipse’s character level, as noted in the Akasha and Magic Interactions section, determines the maximum quantity of essence they can invest in any single veil. As a swift action, they can reallocate their essence investments into their veils every round. An eclipse must have a good night’s rest and must meditate for one hour to prepare her veils for the day.


Chilling Blow: The eclipse’s attack or targeted veil effect deals an additional 4 points of cold damage, plus an additional 3 points for every 3 class levels they possess beyond 2nd. This additional damage is multiplied on a critical hit.

Shadowed Reach: The eclipse increases the natural reach of her melee weapon attack by 5 feet. For for every 3 class levels the eclipse possesses beyond 2nd, increase this reach
by 5 feet.

Nightblade Arts:

Shadow Equipment (Su): The nightblade can spend a shadow surge as a standard action to create a quasi-real object that weighs no more than 1 pound per nightblade level she possesses. The created gear is not truly real; a creature affected by any equipment made by the nightblade is entitled to a Will save to disbelieve the item, treating it as if it doesn’t exist. The equipment remains for 1 minute per nightblade level before fading away, although it disappears after one round if it leaves the nightblade’s possession. Creating equipment to an exact specification might require a Craft skill check, subject to GM discretion. The shadowstuff can replicate simple materials, such as wood, stone, glass, or metal, but it cannot contain any moving parts. The nightblade could use this ability to create a dagger or a rope, but not a flask of acid. Any created equipment is mundane, non-masterwork and cannot be magically enhanced by any means.

Shadow Motion (Su): The nightblade can bend the space she is in by partially moving into the Plane of Shadow. This allows her to spend a shadow surge as a free action when making an Acrobatics, Climb, or Swim check to roll twice and take the better result.

Warp Strike (Su): The nightblade can shift her weapon into the Plane of Shadows, distorting the distance between herself and her target. By expending a shadow surge as a swift action, all of her melee weapon attacks or natural attacks made during her turn have their reach increased by 5 feet. At 12th level, the range increases to 10 feet. She may also perform this with a single melee touch attack made on her turn. Alternatively, she can spend her shadow surge as a swift action to reduce the penalty on ranged attack rolls due to distance by 2 until the end of her turn. At 12th level, the penalty is reduced by an additional 2.

Stalker Arts:

Alacrity (Ex): A stalker’s land speed is faster than the norm for his race, gaining a +10-ft. enhancement bonus to his base speed and he may add his stalker initiation modifier to Acrobatics checks, due to his nimble and finely honed body. The stalker enjoys this benefit only when he is wearing no armor or light armor, not using a shield, and not carrying a medium or heavy load. As a swift action, the character may spend a point of ki to pour extra speed to his step to increase this bonus from 10-ft. to an additional 30-ft. for one minute, but he is fatigued afterward for 1d4 minutes as he catches his breath.

Critical Edge (Ex): The stalker’s deadly efficiency in combat allows him to increase the critical threat range of any weapon he wields by +1. This bonus is applied after abilities such Improved Critical or the keen weapon property and cannot be doubled.

Critical Training (Ex): The stalker’s deadly strike damage increases by an additional damage die, and he may treat his class level as his base attack bonus for the purposes of qualify for critical feats. If the stalker possesses fighter levels, he may add his stalker level to his fighter level to qualify for critical feats.

Deadly Ambush (Ex): The stalker with this art may now use his deadly strike class feature against flat- footed targets and targets that are being denied the Dexterity modifier to their AC as well as on critical hits and when focusing his ki to read his opponent.

Deadly Insight (Su): The stalker may use his deadly strikes in conjunction with his combat insight to “read” his opponent’s defenses and effortlessly attack beyond his foe’s guard. The stalker spends one point of ki as a swift action to read his target opponent, and may apply his deadly strike to all of his attacks for a number of rounds equal to his stalker initiation modifier against this target. If the stalker scores a successful critical hit against the target while his deadly strike ability is active, the duration of this ability is extended by one round (no more than one extension can be made per round)

Killer’s Implements (Ex): The stalker chooses a melee weapon he is proficient with, and gains the benefits of the Weapon Finesse and Deadly Agility feats when using that weapon, even if that weapon could not normally be used with those feats. At 6th level and every five levels thereafter, the stalker chooses an additional melee weapon to gain the benefits of this ability with. The stalker can change one of these weapon choices by practicing with a new weapon for ten minutes. This stalker art counts as both Weapon Finesse and Deadly Agility for the purposes of meeting prerequisites.

Murderous Insight (Su): The stalker designates his combat senses towards ending the lives of his opponents and gains momentary flashes of insight in how to best accomplish this. The stalker can activate this ability by spending one point of ki as a swift action; for a number of rounds equal to 1 + his stalker initiation modifier, he can roll twice on a single attack roll each round and take the higher value.

Phantom Reach (Su): The stalker is capable of extending the reach of melee range martial strikes by infusing ki into the maneuver, causing a phantom echo to rush towards the enemy and initiate the attack. The stalker can activate this ability by spending one point of ki as a swift action; if he does, the next melee martial strike he initiates this turn is treated as if it instead had a range of close (25-ft. + 5-ft. / 2 levels). Strikes with a range greater than melee attack do not function with this art.

Rogue Talent: Some stalkers have learned techniques that are similar to those of the rogue, and may select rogue talents instead of stalker arts. (Hamza has chosen Shades of Grey)

Glamored Darkleaf studded leather armor.



Claimed creatures: Provoke AoO via withdraw. Can always be pinpointed, even unseen. Takes penalty to attack = to claimed foes. +2 claimed creatures, recover 2 maneuvers. Are cursed(affects Cursed Razor maneuvers) and take a -2 penalty on CMB and skill checks. +5ft to speed per claimed creature. Hamza can claim up to 8 creatures.