Custom Base Class; Shadow Knight (Warning, VERY long)


3.5/d20/OGL


[U]Still working on power level, please help[/U]

Citation: Material was used from the Shadow Smith PrC in the following book

Marmel, Ari; Noonan, David; Schwalb, Robert. J. [U]Tome of Magic[/U] Pact, Shadow, and Turename Magic.
Reston WA: Wizards of the Coast, Inc, 2006

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Shadow Knight

Fluff will come, just working on crunch now.

Religion: While there is no set religion, night deities are common, but a shadow knight worshiping Palor is un-heard of, but if one were to arise, they would be out-casted, if not refused to be trained. Some also believe that the material plane can effect the shadow plane, and believe this is why areas of the shadow plane are aligned to evil.

Adventures: Shadow nights are no strangers to honor, fame, and fortune. The elite of classes are often asked to adventure and spreed their school's or families name. Some of them who believe some of the fabled tails try to go out into the world to effect the plane of shadows in positive or negative effects.

Characteristics: All shadow knights are taught to follow an honorable code of conduct. They see themselves as the elite guards.

Background: Shadow knights almost always start out as part of a strict school or family to be the night guards of a city or even towns. Ones who achieve a high level of skill are often sent to work even day shifts if needed.

Races: Human, Illumian, and Drow are common races, as well as any race with a connection to the plane of shadow; but can be any race.

Other Classes: They tend to find the Barbarian, Rouges, and Bards to be too reckless and irresponsible, but more experienced Shadow Knights tend to mellow out, and maybe like people of these classes.

Role: They are a mix of offense and defense. A good deal of shadow knights use a combination of two weapon fighting and shield use. Their high armor class and movement skills also makes them good flankers able to ambush a target as well as weave and tumble behind a target to provide flanking.

Abilities: Dexterity is the most important stat for a shadow knight. With the lack of hit points this helps keep them alive at the same time use two weapons. With their additional damage they can do with their bonded weapons this makes for a nice combination. Constitution is also important, but a minimum of 12 in strength and Intelligence is recommended. You require strength to carry your equipment, and you need Intelligence to gain shadow points and skill points to use your shadow craft abilities.

Alignment: As being part of a night guard crew for a city all shadow knights usually start out as lawful. Later on, they have been known to drift.

HD: D8
Weapons and Armor: all Martial and Simple weapons. Light, Medium, and Heavy Armor. Light and heavy shields; No Tower Shield.
Skill points: (6+int)x4 first level, 6+int per level
Class Skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Swim (Str), and Tumble (Dex).

Level BAB Fort Ref Will Special ----------> Shadow Points
1 1 0 2 0 Shadow Blade, Inner Shadow 7
2 2 0 3 0 Touch of Shadow, Battle Fortitude 8
3 3 1 3 1 Planer Meld 10
4 4 1 4 1 Shroud of Shadow 12
5 5 1 4 1 Armor of Shadows +1 14
6 6 2 5 2 Shadow Craft 15
7 7 2 5 2 Bonded Shadow Shell 17
8 8 2 6 2 Shadow Craft: Enhanced 19
9 9 3 6 3 Shadow Craft: Quicken 21
10 10 3 7 3 Armor of Shadows +3 22
11 11 3 7 3 Battle Fortitude 24
12 12 4 8 4 Shadow Craft: Light and Medium Armor 26
Planer Meld
13 13 4 8 4 Shadow Craft: Enhancing limbs 28
14 14 4 9 4 Shadow Craft: Shadow Striking 29
15 15 5 9 5 Planer Shift, Armor of Shadows +5 31
16 16 5 10 5 Shadow Craft: Improved Shadow Medium 33
17 17 5 10 5 Shadow Craft: True Shadow Limbs 35
18 18 6 11 6 Planer Meld, Dark Creature Template 37
19 19 6 11 6 Planer Shift 39
20 20 6 12 6 Battle Fortitude 41
Shadow Points: A shadow knight has a reservoir of pure shadow essence in which to power their class abilities. They Start with 7 points plus their intelligence modifier, and gain 1.75 additional points plus their intelligence modifier per additional level in shadow knight till they reach level 18. At level 18 and above they gain shadow points at a rate of 2 points per level. For simplicity purposes the points are listed in the chart above. A shadow night also has bonus shadow points each level equal to their intelligence modifier.
Like hit points, increasing her intelligence modifier does have retroactive effects. If a shadow night increases their intelligence it is treated like gaining hit points by the same means. A point gained by a magic item is lost if the item is removed. A shadow knight can regain their expended shadow points once per 24 hours during their sleep. They only need to have 2 hours of sleep (or rest if their race does not sleep) to regain their points for the next 24 hours. A shadow knight can not regain their shadow points till after 24 hours has pasted.
If your connection to the plane of shadow is severed then you may spend an additional 1/2 cost, rounded up, of your creation or ability to cause it to come into being entirely from your very body. So if you were to create a masterwork tool weighing 1lb you would need to use up two shadow points. Or if you wanted to create a true shadow limb like Planer Phasing you would need to spend 14 points instead of the normal 8. You will also need to make a 5 higher DC than normal.

Shadow Blade (Su): A shadow knight now fully comprehends the shadow knight secret of melding metal weapons with the essence of shadows. She may only have one weapon in which she has melded to. A shadow knight may use of one of her feats to add an additional bonded weapon per each feat spent. The initiation ritual into the shadow knight fold involves the bonding to their first weapon; to bind to second or a different weapon takes a five hour ritual and a full nights sleep immediately after; eight hours sleep for a total of 13 hour ritual.
A shadow knight’s bonded weapon has a large amount of magical elemental energy tied to her, this allows them to perform a few supernatural acts with their bonded weapon. One of these acts is that they may change the size of any of these weapons by one size category from the original. Changing the shape of the weapon in this fashion takes the use of 4 shadow point and is a free action, but only once per round. However, if she spends 8 shadow points at the same time to change two weapons at the same time. This effects last 5 rounds per two levels in this class she has. If a weapon is dropped or thrown the weapon holds its shape for 1D4 rounds, however if another individual tries to use the weapon or shield it returns back to its normal size.
At level 1, she gains the ability to charge your bonded weapon to deal an additional 1D6 points of damage and gain a +1 to hit with a bonded weapon. While charge, the weapon is treated as magical for the purposes of damage reduction. Charging requires using 3 shadow points, and is a free action, however the bonus damage does not stack with itself at this level. You may stack an additional 1D6 points of damage at level5 and an additional 1D6 damage every 4 levels there after, but at the cost of an additional 3 shadow points for each additional 1D6. You do not gain any additional bonuses to hit from stacking this effect. A shadow knight may expend 6 points and add this effect to a bonded shield and sword, if they have spent the feat to gain an additional bonded weapon, but can not expend 6 or more on a single weapon to gain a stacking effect.
She may apply shadow crafting effects to her bonded weapon as if she was creating a shadow crafted weapon. However the higher enhancement bonus counts. To do so you must first apply 1/2 the bonded weapon's weight in shadow points, then make the proper craft weapon DC. To apply the shadow striking effect, after you are able to apply the effect with shadow crafting, takes a DC of a +4 weapon, or +3 plus any additional bonuses you want to apply; the minimum to get this effect is as if you were making a +4 weapon.
If a bonded weapon is lost, destroyed, just plane is undesirable any more, or an occasion where a dire need of connecting to a new weapon is need, she may give up their bond to a weapon in place of a new one at the cost of either 100 exp or a bonus feat from levels 1, 3, 6, 9, etc... An individual trying to use a shadow knights bonded weapon gains no bonuses other than what is normally on the weapon.

Inner Shadow: At 1st Level a bonus feat of Weapon Focus of any one slashing weapon and shield (excluding tower shield) of choice. They may chose a weapon they are not proficient with yet and gain the proficiency later, but they gain no bonuses from this feat till they do.

Touch of Shadow (Su): At 2nd level, her ability to manipulate shadow is undeveloped. She cannot yet create actual items, but she can surround her hands and feet in a layer of shadow. This ability grants her a bonus of climb checks equal to her class level. Further, it distributes her weight more evenly so she cannot be tracked. Touch of shadow lasts for minute per class level, and costs one shadow point per activation. The effects can not stack.

Battle Fortitude: A shadow knight is more innately tougher than some, and is trained to be battle hardened. As of 2nd level a shadow knight gains a +1 bonus to fort saves and initiative rolls. This effect increases to +2 at level 11, and +3 at level 20.

Planer Meld (Su): At 3rd a shadow night starts to gain a deep connection to the plane of shadows. At this level she gains darkvision out to 30ft as well as low light vision if she didn't already posses it. If she already has darkvision naturally this increases their current darkvision by 15ft.
At 6th level she gains an increased to all modes of movement of +5ft.
At 12th level a shadow knight's connection to the plane of shadow deepens. Their bonus to speed increases to +10ft total. Their darkvision increases to 60ft; if they already possessed darkvision naturally, it increases by 30ft. They now obtain superior lowlight vision if they did not already posses it. She also now has Resistance to cold of 5.
At level 18 a shadow knight takes on the full effect of the Dark Creature Template (Page 191 Tome of Magic) with the exception of when it would be weaker than what they already posses.
Note: This ability does not stack if you already have the Dark Creature Template. If you already have the Dark Creature Temple you gain a bonus feat at level 12 of your choice instead of the abilities gained at level 6, 12, and 18.

Shroud of Shadow (Su): Starting at 4th level, she can surround her body in a thin layer of shadow that aids her ability to sneak. She gains a bonus on Hide checks and Move Silently checks equal to half her class level plus her intelligence modifier. She may use this ability at the cost of two shadow points and it's effects last 5 minutes.

Armor of Shadow (Su): Starting at 5th level, she can take a standard action to surround herself in blurring shadow. This ability grants her a +1 sacred bonus to AC. Armor of shadows lasts 10 minutes per 3 shadow point spent.
At 10th level, the sacred bonus increases to +3.
At 11th level, she can quicken her armor of shadow, activating it as a swift action.
At 15th level, the sacred bonus increases to +5.

Shadow Craft (Su/Sp): As of 6th level you can create small items, such as tools or weapons, form shadow. You need merely place your hands into any shadow and draw forth the desired item. It cannot possess moving or flexible parts, so you could not create a crossbow, a rope, a flail, or a cabinet. You can create nearly any other weapon, simple tool, or small item, however.
You can create up to two items weighing a number of pounds per shadow point spent. Using shadow craft is a standard action. If the item leaves your possession, it fades away in 1d4 rounds. Otherwise, it lasts for 1 hour per half your class level. The duration me be extended for an hour for every shadow point expended. If you want to create an item that mimics a specific item you have seen, you must succeed on a DC20 craft check of the appropriate sort (weaponsmithing, for instance).
At 8th level, you can enhance your creations. You can imbue a shadow-crafting weapon or shield with an enhancement bonuses up to +4. This increases by 1, +5 total, at level 12, and an additional +1 every 3 levels there after. You are still limited to a maximum of +5 for a single weapon or shield. However you can split your bonus between two creations. For instance if you are a 15th level shadow knight, you can create a +5 bastard sword and a +1 heavy shield. These enhancements can also be applied to tools that you use but the max is still +5.
To succeed at this enhanced crafting, you must make an appropriate Craft check for each item (usually weaponsmithing or armorsmithing) against a DC of 20 + the desired enhancement bonus. If you fail, the item is non magical. You can only have two enhanced shadow-crafted items, (but you must craft both items in the same round) at any one time. If you create new enhancement bonus items, the old ones immediately become non magical. Attempting to create an enhancement item (or two if so desired) with shadow craft is a full round action.
At 9th level, you can quicken your shadow crafting. You need only a standard action to create enhanced items an only a swift action to create non-magical ones.
At 12th level, you can use shadow craft to create light or medium armor for yourself (which you can give an enhancement bonus to). The light armor you craft automatically has the improved shadow special ability (DMG 219).
At 13th level, you can use use your shadow craft ability to create enhancement type shadow limbs granting you temporary enhancements to your body.At this level you can only create two shadow limbs at a time. Deactivating a shadow limb is a free action. Creating a shadow limb requires the use of 5 shadow points to create an enhancement limb. All shadow limbs lasts only 1 round, plus 1 round per each three levels in shadow knight she possessed. Please note that bonuses from the shadow limbs do not stack; if you create two different, or same, shadow limbs that give a bonus to the same thing, unless it is stated other wise, they do not stack and the high bonus is counted. The bonuses she gains from these limbs are listed below with the proper craft armor or weapon DC check is needed. Shadow limbs do not count in any way toward her weapon and armor enhancements or magic item slots. Shadow limbs, unlike normal shadow craft items, can be dispelled. Natural weapons created by this manner are always considered magical for the purposes of over coming DR.
At 14th level, you can apply the shadow striking ability to any magic weapon you create through shadow craft. (If you create two weapons at once, only one can be shadow striking.) Further, you do not need to craft the item on the Plane of Shadow as is normally the case with shadow striking weapon.
At 16th level the improved shadow ability also applies to your medium armor.You may also create heavy armor.
At level 17 you may start creating construct like shadows, called true shadow limbs which are entire temporary new limbs or similar effects, for a short period of time. You may now create a total of 4 shadow limbs at a time. Creating true shadow limbs costs 8 shadow points, and have the same duration.
All of the true shadow limbs are able to be dispelled. For this and similar purposes your caster level is equal to your class level. For other purposes enhancement limbs are classified as 6th level spells, and true shadow limbs are 7th level spells with the exception of the Planer Embrace ability which counts as a 8th level spell.

[U]*Enhancements Limbs*[/U]

Balanced Phantom Strike (Black Smith, DC 40) Reduce Two Weapon fighting minuses by 1. +1 to balance checks equal to half class level.

Shadow Aura: (Armor, DC 47) Deflection +4 bonus to AC, if she already posses a deflection bonus of +2 or greater they receive a additional Deflection +2 bonus instead. The maximum bonus is still +5.

Shadow Scales: (Armor, DC 43) Innate Natural Armor temporarily increases by 2. This is not an enhancement, so this ability does stack with an amulet of natural armor and similar bonuses. A shadow knight gains a sometimes scaly looking. The scales usually look like a semi-transparent layer on their skin.

Shadow Might: [Sacred], (Weapon, DC 43) +2 Strength

Shadow Agility: [Sacred], (Weapon, DC 44) +2 Dexterity

Shadow Fortification: [Sacred], (Armor, DC 45) +2 Constitution, with temporary hit points.

Shadow Sight: (Armor, DC 45) +15ft to the range of darkvision and blind sense abilities. This does not grant blind sense.

Shadow Claws: (Weapon, DC 44) This grants a set of natural weapon claws on each hand and feet, even hands of additional limbs created by shadow craft, that deal 1D6 slashing damage for a medium size humanoid. She does not need to have her hands or feet capable of scratching to use this attack. If she has the ability to wield larger size weapons increase the damage by one size category but she is still restricted to the same rules of using a larger size weapon. If she has the feat, improved natural weapon: claws, this is also applied to this ability.

Shadow Fangs: (Weapon, DC 46)
This grants a set of natural weapon fangs on each head that deal 1D8 damage for a medium size humanoid. She does not need to have her mouth capable to bite to use this attack as it appears over any clothing, or armor she has on your head, it replaces the natural bit attack they might have. If she has the ability to wield larger size weapons increase the damage by one size category but she is still restricted to the same rules of using a larger size weapon. If she has the feat, improved natural weapon: bite, this is also applied to this ability.

Shadow Spikes: (Weapon, DC 43)
A shadow knight focuses her power to gain a number of body spikes that sprout from their skin. These spikes do no damage to her or any of her equipment. They function in ever way as armor spikes, except they do increase the weapon damage of their tail or a phantom tail by one size category and damage is piercing and bludgeoning.

Shadow Propulsion: (Armor or Weapon, DC 45)
With this enhancement you can truly fly with shadows beneath your wings. A shadow knight enhances her bodies ability to run and jump. She gains a bonus of +10ft to all movement, and a bonus of +4 to all jumps and tumble checks. This bonus to jump and tumble increases by +1 for every 3 levels past level 14.

[U]*True Shadow Limbs*[/U]

Third Ear of the Lazy Guardian: (Weapon, DC 50)
You can create a third ear that grants you effectively a night watch man. After spending the shadow points to create the third ear it is always active so long as it still has uses left and has all the hearing capabilities as you normally would while you were awake. The actual duration is 12 hours but treat the rounds active as the number of uses instead. The ear even has the same comprehension capabilities as you would if you were a wake, so if you were to hear a normal cat or dog in the background you could chose you would wake you up or not, or if you did not make your proper roll to listen you can also chose to save the remaining rounds left for a latter noises.

Third Eye of the Lazy Guardian: (Weapon, DC 48)
Works the same way as Third Ear of the Lazy Guardian but with a spot checks.

Third Eye of the Attentive Guardian: [Sacred] (Weapon, DC 50)
A shadow knight can create this phantom eye that grants them a bonus to their spot checks equal to 1/2 their class level. This ability can work in conjunction with the Third Eye of the Lazy Guardian; if the Lazy Guardian is activated first you can chose to simply tie this power to only work with the Third Eye of the Lazy Guardian. The rounds active are the same as those for the Third eye of the lazy guardian.

Planer Phasing: (Blacksmithing, DC 52)
A shadow knight is able to tie themselves to the plane of shadows, this makes hitting them reasonably more difficult. A mass of shadow energy erupts and surrounds and moves around their body. Limbs and equipment no longer appears completely corporeal. She now gains an incomporial miss chance of 25%, and a sight base miss chance of 25% for a total of a 50% chance to miss. Weapons designed to hit incomporial creatures ignore 25% of this miss chance. Creatures which have blind sense, blind sight, or other similar ability ignores the other 25% miss chance.

Phantom Tail: (Armor, DC 50)
Cost: Each limb created counts as 1 shadow limb and costs 8 shadow points each)
You may create a maximum of two of these at a time. These can be two extra limbs under the arms, as a single tail, or any combination in between. You gain a secondary attack at -5 to hit from max base attack bonus, ½ strength to damage, and 1D6 bludgeoning damage. Normal multiple limb rules apply.

Phantom Arm: (Weapon, DC 54; 1 limb each limb created)
A shadow knight may sprout up to an additional pair of complete arms. These grant the ability to hold one additional weapon in each hand. They are treated as if they have the Multiweapon Fighting and Multiattack feat. If she has natural weapons normally on their natural hands, such as claws, these are duplicated on these new limbs. If she has the shadow claw ability activated then this is also applied to these arms as well. These new arms are identical in all physical stats as their real arms. If a shadow knight has lost an arm and or leg, or two she can create additional arms, past the normal limit of two, to replace them, and at the cost of an enhancement in shadow points.

Phantom Wings: (Armor, DC 56)
A shadow knight sprouts a pair of average sized wings granting perfect maneuverability. Your speed is the equal to your normal movement, including speed reductions (such as armor) but with an additional +10ft. Unlike normal or real wings the use of these wings are not restricted by physical structure is present that would other wise disable your ability to fly. This is possible because the wings are semi incorporeal. Things of force or shadow elemental structures can interfere with flight. If the shadow knight already posses natural wings with at least the capable of gliding, this should be used as en enhancement shadow limb, costing 5 shadow points and with a DC 48 armor craft check.

Greater Phantom Wings: (Armor, DC 62; counts as 2 limbs with shadow craft, and costs 16 shadow points)
A shadow knight sprouts a pair of gargantuan sized wings granting average mobility. Your speed is the twice your total movement, including speed reductions (such as armor) with an additional +20ft. If you have wings already, such as from the normal phantom wings, your maneuverability increases back up to perfect maneuverability. Unlike normal or real wings the use of these wings along are not restricted by physical structure is present that would other wise disable your ability to fly. The nature of these wings are semi incorporeal. Things of force or shadow elemental structures can interfere with flight. If the shadow knight already has wings naturally (not from a shadow limb), this only counts as one limb.

Planer Embrace: (Armor and Weapon, DC 66; counts as 3 limbs with shadow craft and 3 limbs for planer meld; costs 24 shadow points to activate) [Sacred]
This wondrous ability is prized by many shadow knights. A shadow elemental is summoned and pulls the knight into its body enhancing them to epic levels. First their body is counted as large in all positive aspects but none of the negatives. She also gains a sacred bonus of +2 strength, +4 dexterity, and +2 constitution with the proper temporary hit points. All weapons and natural attacks also act as if they were increased by one size.

Bonded Shadow Shell (Su): At 7th level meld the shadow energy in their body with metal armor to reduce armor check penalties, speed penalties, and increase the max dexterity limit of armor. A shadow knight has one sets of armor and one shield in which she can bind them selves to. A shield is treated as a bonded weapon and armor for all purposes. Armor check penalty is reduced by 3, speed penalties is reduced by 5 (but not past 30ft movement), and max dexterity is reduced by 2. To gain these or later bonuses you must be proficient with the armor you are bonded to.
You may apply shadow crafting effects to your bonded armor as if you were creating a shadow crafted armor, however the higher enhancement bonus counts, and the effects dissipate at the same rate as a normal shadow craft. To do so you must first apply 1/2 the bonded armor's weight in shadow points, then make the proper craft armor DC. To apply the improved shadow effect, after you are able to apply the effect with shadow crafting, takes a DC of a +1 armor, or +1 plus any additional bonuses you want to apply; the minimum to get this effect is as if you were making a +1 armor.
Alternatively she may use one, and only one, of their bonded weapons as a bonded shield instead. To bind them selves to that armor she must follow the same requirements as bonding to a weapon. Binding to an armor reduces the armor check penalty by two and increases the maximum dexterity bonus to armor by one, but only if they are proficient with the bonded armor’s type (light, medium, heavy, or exotic). If an armor is lost, undesirable, destroyed, etc, need to go through the same process of gaining a new bonded weapon.
At level 14 this ability increases; the armor check penalty and the max dexterity bonus is now ignored with bonded armor and shields, and the speed inside the armor is increased to 30ft. Armor type, and other special functions such as the minuses to hit caused by using a bucklers or tower shields are still in effect. These bonuses still only take effect if they are proficient with the bonded armor’s type.

Planer Shift (Su): At 15th level, and every eight levels there after, a shadow knight gains a single enhancement type shadow limb permanently active of their choice. A shadow knight my once per turn activate and deactivate this ability as a free action. While they can be dispelled, they return after the next day’s rest. Also at this level you cease aging. You no longer suffer negatives from aging, but you can still dye of old age.
At 19th level, and every eight levels there after, a shadow knight gains a single limb type shadow limb permanently active of their choice, with the exception of the phantom limb. A phantom limb may only be chosen in this manor to replace a severed limb. They may chose a limb that counts as more then one limb, but instead of gaining that limb, it reduce the amount of limbs it takes to activate, and the points needed to activate by 8 points. A shadow knight my once per turn activate and deactivate this ability as a free action. While they can be dispelled, they return after the next day’s rest. A shadow knight now do not need to eat or sleep (although they can do so if they wish). Also they may now chose to not die by old age. If they chose to no longer die of old age then they take on the Outsider type, but do not gain any other bonuses, but all the negatives.

Chase of the Shadow Spire (Su): A shadow knight may open a dimensional doorway tided to a flow of pure elemental shadow energy in the plane of shadows one time a day per every 7 levels in the shadow knight class she posses. A spire of shadow energy bursts from the portal. The doorway is one way only, and only the spire may come from the portal. The spire can be pointed in any direction but on its own it only continues in that direction. The spire is 10 feet wide and tall, and will continue to moving in a direct line for 120 feet each round for the next 3 rounds. If in its travel in comes in contact with anything but ether a mass of light elemental energy, force energy, or anti magic field the shadow will pass though the matter as if the spire was incorporeal. However any shadow knight may ride this spire at will, so long as she is touching the spire in some way. While in contact with the shadow spire she may treat it as anything from incorporeal, to them and allow them to pass through them like the air; she also may will them selves into it and ride in, or ride out side it as if the down direction of gravity was toward the inside of the spire, or even run along it like a bridge again treating the inside as the down direction of gravity. If while travailing along the spire the path comes along anything that you normally could not pass though, you still can not pass through even while in the spire it's self; your path is blocked but you may still leave the spire and re-enter it in a different location.
If the spire were to come in contact with something from/tied to the plane of sun, the spire does 1D6 damage plus another 1D6 damage per ever three levels in shadow night she has. If it hits a sun spell effect, treat the spell as if a dispell was cast on it from a caster level equal to that of the shadow knight's level. If an anti magic field is blocking the way the spire disappears as it tries to enter into the field. If a force effect, such as a wall of force is blocking the way the spire actually stops. A shadow knight may will the spire to move in the fashion and direction she wants it to for three rounds, but this takes the use of 8 shadow points. A shadow knight may power the spire her self, giving her an additional round of the spire's normal movement by expending 14 shadow points per additional round of spire movement; expending shadow points in this fashion is a free action.

Multi Classing with Shadow Knight: A shadow knight can not multi class into any other class or prestige class till she has reached level 12 in shadow knight. Due to the nature of the their power a shadow knight must constantly continue to advance till she reaches level 12 in which point she has obtained a strong enough connection to the plane of shadow to retain their powers even though she multi classes. If she does multi class, she loses all her supernatural abilities, including shadow crafting, and even Inner Shadow is lost, but excluding the battle fortitude ability. She only retain their armor, shield, and weapon feats (excluding Shadow Token Knowledge), their skill points, base attack bonus, and saving through bonuses. If a shadow knight ever gains a direct connection to the plane of sun, such as gaining access to the domain of light spells, she loses all their special class abilities excluding the battle fortitude ability.


Any feedback would be great, just please take your time and get back to me.


Sir Hexen:
I have concerns that this class is overpowered for a 3.5 D & D game. In such a game that I were DMing, if a player showed this to me I would look at it and either respond (i) 'no way', or (ii) 'certainly, if you don't mind the major NPC villains all being converted to this class as well'.
Many of the abilities that you list, as they stand, are Supernatural and therefore (if I understand correctly) immune to dispel magic attempts. Furthermore, with the abilities at every level, and the bonuses to Fortitude saves elevating them half way towards being 'good', this is reminding me more of a monk variant than a fighter. At the very least I would reduce the BAB to +3/four levels (what the monk has) and maybe look at making some of the abilities spell-like as opposed to supernatural.

Edit:
I also not that the class has bard-like skill points to allot, on top of a likely high intelligence providing more.

Further Edit:
I am not familiar with either of the books which you cite as sources, but I suspect that they are both aimed principally at classes/casters with the BAB of a wizard or sorceror.
Might I further recommend that you consider requiring such a character to have a LN patron deity and making the class more a martial champion sponsered by one or more churches?


Charles Evans 25 wrote:

Sir Hexen:

I have concerns that this class is overpowered for a 3.5 D & D game. In such a game that I were DMing, if a player showed this to me I would look at it and either respond (i) 'no way', or (ii) 'certainly, if you don't mind the major NPC villains all being converted to this class as well'.
Many of the abilities that you list, as they stand, are Supernatural and therefore (if I understand correctly) immune to dispel magic attempts. Furthermore, with the abilities at every level, and the bonuses to Fortitude and Reflex saves elevating them half way towards being 'good', this is reminding me more of a monk variant than a fighter. At the very least I would reduce the BAB to +3/four levels (what the monk has) and maybe look at making some of the abilities spell-like as opposed to supernatural.

Edit:
I also not that the class has bard-like skill points to allot, on top of a likely high intelligence providing more.

Their shadow points, and the push to put points into intellegance and get a lot of craft skills makes for a harder character to balance. A fighter generally only needs to worry about Str, Con, and Dex, while Wis might be something good to have. Sense a lot of abilities are restricted by how many shadow points you have you are looking at Dex, Con, Str, and Int, and maybe wis if you can afford it.

When Compared to a monk, This class has a full BaB but only on good save, and the majority of the abilities are point base, not unlimited use. But yeah the fort is technically a mid way with the bonuses, but a mear +3 over 20 levels to fort isn't that good a class ability, hardly worth a feat in comparison. I gave them a lot of bonuses to fighting with two weapons, and shields, because of a few things. 1 they can't multi class till 12th, and these are already highly underpowered fighting styles that are not worth feats in most cases. The only exception is the two weapon fighting and rogues.

Edit: They do have a long list of (Sp) abilities I forgot to define as (Sp).

They shadow limbs are Sp, have have fixed this. Thanks


Not speaking directly to the power level here, but...

1. Shadow points - another mechanic/thing to keep track of makes more work for player and DM. Opening a can of worms here, but how about uses per day or encounter instead. Less to keep track of that way.

2. Craft DCs are very high. Have you checked that they even attainable?

3. Too many options. I would rather the character learned a new trick off the list every so often instead of getting a whole grab bag of stuff to sort through. Does everyone need all of those powers? Why do they all have the same powers? That and the lack of multi-classing means each SK build is going to look very similar up to 12th level.

4. 1.75/level? Is a fraction really necessary?

5. Duration of 10/min per 3 points spent? Again, who wants to keep track of a dungeon crawl in 10 minute intervals?

6. I would reconsider some of the action types. Is a free action really more appropriate than a swift action? Is it your intent that the character be able to do this on someone else's turn?

7. Heavy armor in a high Dex class?

I'm not trying to be overly harsh here. I just have a very limited amount of time to type so I have to get it out in as few words as possible. I like the overall concept and I like classes that rely more on their own abilities than on stuff that they find. I think the original shadow crafter PrC is pretty cool (some of the PrCs in ToM are better than the base classes, actually) and like the idea of a shadow crafter that has more shadow ability than just making a run-of-the-mill +x whatsis.


Sir Hexen:
I have posted a link to this thread in the Savage Tide thread, in the hope of bringing this to Turin's attention. He is much more likely than me to have access to rulebooks with something similar to this class within them (enabling him to comment more validly on balance) and has the additional advantage of living in the same general area (and timezone for that matter) as yourself.


JSL:
I suspect that Sir Hexen is trying to create a class where one of the features is the flexibility of what you can do with it. I also suspect that 'heavy armour' created from shadow-stuff will turn out to allow a much greater maximum Dex bonus than regular heavy armour.
As to the DC of Skill checks, the primary stat for both (craft) skills and Shadow Points is the Intelligence ability; Having experimented with the Incantatrix class from the Forgotten Realms setting, which requires high Spellcraft checks (40+ to be reliably effective), at high levels I can report that skill checks in the 40-50 range are certainly regularly achievable.


Hex:

You may find the following helpful for balancing the magic weapons and armor abilities. The Magic Item Compendium uses the market cost of items and expected character wealth chart in the DMG to relate an "item level" to each item. The item level represents the character level at which the item's cost represents a reasonable portion the character's net worth.

Armor/Shields
+1 4th level
+2 9th level
+3 12th level
+4 14th level
+5 16th level
+6 17th level
+7 18th level
+8 19th level
+9 20th level

Weapons
+1 6th level
+2 12th level
+3 15th level
+4 16th level
+5 18th level
+6 19th level
+7 20th level

Depending on how good you want the shadow weapons to be compared to the permanent equipment other characters of a similar level are likely toting, you can finesse the distributions to be either a little quicker or a little slower than what is given here.


Sir Hexen Ineptus wrote:
Any feedback would be great, just please take your time and get back to me.

I recommend the following at this time:

Post an example 1st level and that same character advanced to 12th level shadow knight - human - assigning ability scores from this array: 16, 14, 14, 12, 10, 10. Include DMG-standard 12th level magical gear. Be sure to paranthesis or otherwise disclose your math. I find the format you used above quite difficult to peruse with its compact columns - part of this is transitioning from a document to the forum page's format of course.

The shadow points mechanism is clunky - your example character or characters have to demonstrate it, as a quick look-over blends two sourcebooks I frankly do not wish to have to try to cram into my brain: Magic of Incarnum and Tome of Magic.

Lastly, I recommend - using the above mentioned example characters - putting together examples of each shadow-point power ... thing.

Regards,
Turin


JSL wrote:

Not speaking directly to the power level here, but...

1. Shadow points - another mechanic/thing to keep track of makes more work for player and DM. Opening a can of worms here, but how about uses per day or encounter instead. Less to keep track of that way.

I tried to make them an easier point system than Hit points. They are supposed to be identical to hit points, with the exceptions of how their used and you don't roll them.

JSL wrote:

2. Craft DCs are very high. Have you checked that they even attainable?

Yes I am fairly sure I did. They are tough, but they are supposed to be. And some are impossible at some levels.

JSL wrote:
3. Too many options. I would rather the character learned a new trick off the list every so often instead of getting a whole grab bag of stuff to sort through. Does everyone need all of those powers? Why do they all have the same powers? That and the lack of multi-classing means each SK build is going to look very similar up to 12th level.

Fair concerns. I was thinking about the shadow limbs my self, but they are fin as is. The majority of the personalizing is in the feats you select and Planer Shift selected limbs.

JSL wrote:
4. 1.75/level? Is a fraction really necessary?

Yeah, I put that there for math purposses, and to help deal with epic levels. Do you have a problem with how many points they get?

JSL wrote:
5. Duration of 10/min per 3 points spent? Again, who wants to keep track of a dungeon crawl in 10 minute intervals?

Good point, I might change that.

JSL wrote:
6. I would reconsider some of the action types. Is a free action really more appropriate than a swift action? Is it your intent that the character be able to do this on someone else's turn?

Free actions can not be performed on another person's action, and yes I intended that these be free, this flexibility was intended in design.

JSL wrote:
7. Heavy armor in a high Dex class?

Yes, I see no real reason at higher levels why a fighter class should be bothered with such restrictions, while a monk build can get up to untold AC with NO real armor it-self. This is to help balance things out a bit. Plus I always wanted to do a high dex, heavy armor class before. The specific armor worn is made more a part of your body, a skin, than armor it-self.

JSL wrote:
I'm not trying to be overly harsh here. I just have a very limited amount of time to type so I have to get it out in as few words as possible. I like the overall concept and I like classes that rely more on their own abilities than on stuff that they find. I think the original shadow crafter PrC is pretty cool (some of the PrCs in ToM are better than the base classes, actually) and like the idea of a shadow crafter that has more shadow ability than just making a run-of-the-mill +x whatsis.

Thanks for the comments, I have been dying for just that.


Turin the Mad wrote:
Sir Hexen Ineptus wrote:
Any feedback would be great, just please take your time and get back to me.

I recommend the following at this time:

Post an example 1st level and that same character advanced to 12th level shadow knight - human - assigning ability scores from this array: 16, 14, 14, 12, 10, 10. Include DMG-standard 12th level magical gear. Be sure to paranthesis or otherwise disclose your math. I find the format you used above quite difficult to peruse with its compact columns - part of this is transitioning from a document to the forum page's format of course.

The shadow points mechanism is clunky - your example character or characters have to demonstrate it, as a quick look-over blends two sourcebooks I frankly do not wish to have to try to cram into my brain: Magic of Incarnum and Tome of Magic.

Lastly, I recommend - using the above mentioned example characters - putting together examples of each shadow-point power ... thing.

Regards,
Turin

All good suggestions. Will do when I get the time.

However, I have never owned or seen the Magic of Incarnum. Must be a coincidence.


I did forget one thing, this IS about required.

Exotic Shield

Combat Shield
AC: 2
Armor Check penalty: -3
Arcane Spell Chance Failure: 20%
One Handed Weapon
Damage: 1D6
Damage Type: Bludgeoning

Special: May use the Weapon Finesse Feat with this weapon. Even if the armor check penalty is reduced, you still suffer the full minuses when bashing with the shield


Sir Hexen Ineptus wrote:


1. Shadow points
I tried to make them an easier point system than Hit points. They are supposed to be identical to hit points, with the exceptions of how their used and you don't roll them.

Fair enough.

The one "problem" with point systems vs. per day systems is that you have to gauge the relative power of different abilities much more explicitly with a point system. Is ability A worth twice as much as ability B or half as much as ability C? It is very difficult to determine the total power of a character build when they use points because there are so many combinations of options at their disposal. They can bang away with a low cost option every round or they can go for one high cost option or some combo in between. Even if you do end up with something that is balanced at one level, it takes very little to suddenly unbalance it at a higher level.

I think this kind of trickiness is why designers have shied away from a point based system even when it seems so "obviously better" than the Vancian system. By means of comparison, a 6th level spell is not equivalent to two 3rd level spells (some are better, some are worse). But with a point system you have explicitly made a six-point power equivalent to two uses of a three-point power.

True, a 20th level SRD sorcerer can cast 50+ magic missiles a day, so why is that different from a point system? Really, he is paying alot more for some of those MMs (using higher level spell slots) so the more MMs he casts the higher the cost of each one - thus balance (or at least a more balanced state than if he could trade 5 MMs for a timely Confusion spell).

In any point based system the players have a very wide latitude to optimize and that can make the DMs job harder.

Sir Hexen Ineptus wrote:

2. Craft DCs are very high.

Yes I am fairly sure I did. They are tough, but they are supposed to be. And some are impossible at some levels.

OK. One suggestion would be to determine the level at which you think a character should have access to an ability and compute the required DC as [Reliability] + [1.7*level + 3]x[focus] where [Reliability] is a number between 1 and 20 representing how much of a gimme the power should be. 1 works every time and 20 works next to never. I suggest thinking carefully about any number higher than 5 because many folks are not going to try such a longshot action if they have a more reliable alternative. [1.7*level +3] represents the assumed skill bonus and takes into account ability modifier, skill focus, synergy bonus, and misc. bonuses (e.g., from items, temporary buffs, luck bonuses, etc.). [focus] represents how much the skill means to the character and is a number between 0 and 1. One means every character should max this skill. 0.5-0.75 is probably a reasonable range. Using this system, I think a 20th level character who maxes the skill should have about a +37 bonus (23 from skill ranks, 5 from ability modifier (with buff, perhaps), 3 from skill focus, 2 from synergy and 4 from a skill booster) and hit DC 43 as a gimme and DC 53 as a stretch. If I were the player, I would seldom attempt an action with DC greater than 50 because there is likely something else I could do with more certainty.

Sir Hexen Ineptus wrote:


3. Too many options.
Fair concerns. I was thinking about the shadow limbs my self, but they are fin as is. The majority of the personalizing is in the feats you select and Planer Shift selected limbs.

I still think the combination of set class abilities and no multi-classing makes Jack a rather dull boy. I am willing to concede, however, that this is a personal bias...

Sir Hexen Ineptus wrote:

4. 1.75/level? Is a fraction really necessary?

Yeah, I put that there for math purposses, and to help deal with epic levels. Do you have a problem with how many points they get?

I am just curious as to your logic. Is one too little? Is two too much? Maybe working out the sample charactes as Turin suggests will provide a better basis to judge this. See also comment above about the general difficulty of gauging point-based powers vs. dailies.

Sir Hexen Ineptus wrote:

6. I would reconsider some of the action types. Free actions can not be performed on another person's action, and yes I intended that these be free, this flexibility was intended in design.

My mistake. Even the SRD is a little ambiguous on the point, however. I have basically replaced all free actions with either swift or immediate actions so it is more clear when they can be used. Again, I think the sample character build will give us an idea of whether the character can do too much in a round. As an aside, I love swift actions and wish there were more of them.

Sir Hexen Ineptus wrote:
7. Heavy armor in a high Dex class? ...

Oops. Truncation. Oh well.

I suggest *not* giving the class proficiency in heavy armor, but allowing them to create "heavy" shadow armor that is the equivalent of heavy armor for AC purposes, but counts as light armor with corresponding low Armor Check penalties and high max dex bonuses. This seems more in flavor to me and seems to accomplish what you want - a high dex tank.

Perhaps, for example Shadow Full Plate: Light Armor +6 AC +6 Max Dex -1 AC penalty (penalty does not apply to Hide and Move Silently). It's a little worse than standard full plate in the raw AC, but will probably result in the kind of AC you are shooting for when the Dex bonus is factored in.

I will check back in after you have had a chance to create a sample character or two. I think that will greatly inform us as to the utility and relative power/weaknesses of the class.


JSL wrote:
Sir Hexen Ineptus wrote:


1. Shadow points
I tried to make them an easier point system than Hit points. They are supposed to be identical to hit points, with the exceptions of how their used and you don't roll them.

Fair enough.

The one "problem" with point systems vs. per day systems is that you have to gauge the relative power of different abilities much more explicitly with a point system. Is ability A worth twice as much as ability B or half as much as ability C? It is very difficult to determine the total power of a character build when they use points because there are so many combinations of options at their disposal. They can bang away with a low cost option every round or they can go for one high cost option or some combo in between. Even if you do end up with something that is balanced at one level, it takes very little to suddenly unbalance it at a higher level.

I think this kind of trickiness is why designers have shied away from a point based system even when it seems so "obviously better" than the Vancian system. By means of comparison, a 6th level spell is not equivalent to two 3rd level spells (some are better, some are worse). But with a point system you have explicitly made a six-point power equivalent to two uses of a three-point power.

True, a 20th level SRD sorcerer can cast 50+ magic missiles a day, so why is that different from a point system? Really, he is paying alot more for some of those MMs (using higher level spell slots) so the more MMs he casts the higher the cost of each one - thus balance (or at least a more balanced state than if he could trade 5 MMs for a timely Confusion spell).

In any point based system the players have a very wide latitude to optimize and that can make the DMs job harder.

Sir Hexen Ineptus wrote:

2. Craft DCs are very high.

Yes I am fairly sure I did. They are tough, but they are supposed to be. And some are impossible at some levels.
OK. One suggestion would be to determine the level at which you think a...

Thanks, I have noticed a number of mistakes in my write up. After I have gone by and fix some problems I will make just such a character.

Edit: I really have to insist that they have heavy armor. Other wise they would be completely gimped while in an anti magic field.


Editing:

Shadow Points: Double stated int mod bonus. delete last sentence

Shadow Blade: "A shadow knight may expend 6 points and add this effect to a bonded shield and sword, if they have spent the feat to gain an additional bonded weapon, but can not expend 6 or more on a single weapon to gain a stacking effect." Clean up this sentence.

"She may apply shadow crafting effects to her bonded weapon as if she was creating a shadow crafted weapon. However the higher enhancement bonus counts."

Armor of Shadow (Su): Needs to be changed to move action at low levels. Standards is just too much.

Bonded Shadow Shell (Su): At 7th level meld the shadow energy in their body with metal armor to reduce armor check penalties, speed penalties, and increase the max dexterity limit of armor.

Multi Classing: Shadow Token Knowledge needs to be changed to Inner Shadow.


Reading through the OP, I'm seeing a class that has the HP of a ranger/druid, the skill points of a bard, the attack bonus and weapon/armor proficiencies (sans tower shields) of a fighter, the additional damage capabilities of a rogue, item enhancement similar to an artificer, and more class features than a scout.

And town/city night guards are supposed to just manifest these abilites?

The only thing missing is a full wizard caster progression.

I'm sorry but IMO, this class just does too much.

Compare a lv 1 Shadow Knight to another lv 1 character. Pick a class. Fighter? A smidge less HP, but more options from the get-go...
Rogue? More HP, better BAB, same/if not better damage output...

There are many things I like about the class, but most of them don't belong together. You could make a solid 2 or 3 classes out of this; each working with/in shadow but covering a different aspect. One for the stealth/speed, one for the defense, and one for the enhanced/melded weaponry.

-Kurocyn


Kurocyn wrote:

Reading through the OP, I'm seeing a class that has the HP of a ranger/druid, the skill points of a bard, the attack bonus and weapon/armor proficiencies (sans tower shields) of a fighter, the additional damage capabilities of a rogue, item enhancement similar to an artificer, and more class features than a scout.

And town/city night guards are supposed to just manifest these abilites?

The only thing missing is a full wizard caster progression.

I'm sorry but IMO, this class just does too much.

Compare a lv 1 Shadow Knight to another lv 1 character. Pick a class. Fighter? A smidge less HP, but more options from the get-go...
Rogue? More HP, better BAB, same/if not better damage output...

There are many things I like about the class, but most of them don't belong together. You could make a solid 2 or 3 classes out of this; each working with/in shadow but covering a different aspect. One for the stealth/speed, one for the defense, and one for the enhanced/melded weaponry.

-Kurocyn

I think your not looking at it as clearly as you think you are.

1. IMHO Skill points are not a major factor in balance, and no class ever seems to get enough to do what they need too unless they have an obscene Intelligence stat.

2. additional damage capabilities are half that of a rouge, if I am not mistaken, AND requires the spending of valuable shadow points with each use and stacking, which can eliminate their ability to do anything else really fast.

3. Yeah it has more class features than a scout. It has the same as a monk, if I am not mistaken. BUT you fail to notice that it only has one good save, 3 levels of those class features are worth less than a feat, which should, with the D8 hit die, more than balance for the other class features.

edit: As for the verity of the abilities, I think that one of the key failings of the fighter (which you should note is one of the weaker classes and never should be compared to) is its lack verity. I didn't want this to be a problem here.


Sir Hexen Ineptus wrote:
I think your not looking at it as clearly as you think you are.

Seems pretty clear. At least as clear as a class that needs its own PHB to discribe how it works can be.

Sir Hexen Ineptus wrote:
1. IMHO Skill points are not a major factor in balance, and no class ever seems to get enough to do what they need too unless they have an obscene Intelligence stat.

Why wouldn't skill points factor in? Skill checks can decide fights just as easily as attacks can.

What a class "needs to do" with its skills? I didn't realize there was a standard list of skills different classes HAD to have ranks in.

Sir Hexen Ineptus wrote:
2. additional damage capabilities are half that of a rouge, if I am not mistaken, AND requires the spending of valuable shadow points with each use and stacking, which can eliminate their ability to do anything else really fast.

A +1 to attack AND +1d6 damage at level 1? Your giving them a free Weapon Focus and matching a rogue's sneak attack. How long does this last by the way? I didn't a the duration. Also note that this class has access to all the weapons a fighter does. Meaning your stacking that +1/+1d6 onto a possible greataxe.

And even if you spend all of your points, you just turn into a lv 1 fighter that's missing a couple HP and whose saves aren't as high. This doesn't strike me as the huge drawback you make it out to be. 1st Wizards become 1st level commoners with a pet once their spells are gone.

I won't even go into the whole "making your weapon bigger" thing.

Sir Hexen Ineptus wrote:
3. Yeah it has more class features than a scout. It has the same as a monk, if I am not mistaken. BUT you fail to notice that it only has one good save, 3 levels of those class features are worth less than a feat, which should, with the D8 hit die, more than balance for the other class features.

That may be, but monks don't have full BAB progression, don't have additional damage/attack bonuses/enlarged weapons, don't wear armor (that they can eventually nulify any true penalty for wearing), and don't carry shields. Giving them D8s for HP isn't balancing anything, your just matching a monk's normal HP. You want to use HD to help balance this? Make them use D4s. THAT'S a drawback.

Sir Hexen Ineptus wrote:
edit: As for the verity of the abilities, I think that one of the key failings of the fighter (which you should note is one of the weaker classes and never should be compared to) is its lack verity. I didn't want this...

I've read countless post and threads on Paizo that praise the fighter as being the BEST class in terms of variety. Fighters a weak class? Right...

-Kurocyn


Kurocyn wrote:

Reading through the OP, I'm seeing a class that has the HP of a ranger/druid, the skill points of a bard, the attack bonus and weapon/armor proficiencies (sans tower shields) of a fighter, the additional damage capabilities of a rogue, item enhancement similar to an artificer, and more class features than a scout.

And town/city night guards are supposed to just manifest these abilites?

The only thing missing is a full wizard caster progression.

I'm sorry but IMO, this class just does too much.

Compare a lv 1 Shadow Knight to another lv 1 character. Pick a class. Fighter? A smidge less HP, but more options from the get-go...
Rogue? More HP, better BAB, same/if not better damage output...

There are many things I like about the class, but most of them don't belong together. You could make a solid 2 or 3 classes out of this; each working with/in shadow but covering a different aspect. One for the stealth/speed, one for the defense, and one for the enhanced/melded weaponry.

-Kurocyn

I'll have to agree with Kurocyn. This is just a bit too much.


The comments for the skills might be a valid one. I may have given them too much. I just feel that making them too dependent on inelegance might seriously weaken their ability to fight. 3 skill points will be taken out of every level to put into craft armor, weapons, and black smith. This would leave them with 3 more points from the class for the remaining skills. How would you deal with that?

Kurocyn wrote:

A +1 to attack AND +1d6 damage at level 1? Your giving them a free Weapon Focus and matching a rogue's sneak attack. How long does this last by the way? I didn't a the duration. Also note that this class has access to all the weapons a fighter does. Meaning your stacking that +1/+1d6 onto a possible greataxe.

Thanks, for pointing the duration out, it should be for the round. You are also forgetting that they can only use such an ability 2 times with out an int. of 13 or above, then it is 3, and so on. Unlike a rogue they have a much more limited use, plus they have other abilities that limit the number of times they can use their extra damage. Although I might see your point with the weapon focus, I'll consider moving the +1 from the charging till later. But you did jump to conclusion about assuming I granted a full bonus damage equal to a rogue.... So watch your self, your seeming a little flame-y.

Kurocyn wrote:

And even if you spend all of your points, you just turn into a lv 1 fighter that's missing a couple HP and whose saves aren't as high. This doesn't strike me as the huge drawback you make it out to be. 1st Wizards become 1st level commoners with a pet once their spells are gone.

I won't even go into the whole "making your weapon bigger" thing.

Good point, I will look into the fact of how effective they are after they use all their points up. But your saying that being able to get bonus damage, most likely 3 times a day is too good a deal for a drop in hit die from a D10 to a D8? I will say this again, don't compare any class to a fighter sense it is one of the weaker classes there is. Try maybe a barbarian? Even a standard 1st level swashbuckler is BETTER than a 1st level fighter. They get their bonus feat, which they would have gotten any way. A D10 hit die, AND better skill selection and points. What did they lose? their choice in their first level feat. So cut the comparisons with the fighter already. This class as far greater limitations as once you have started the class you can not multi class till 12th, or it loses all point.

As for making your weapon "bigger", what makes you think that it would normally be used to make it bigger anyway? Maybe they want to make it smaller so they can fool their enemies, or to hide it more easily.

Kurocyn wrote:
That may be, but monks don't have full BAB progression, don't have additional damage/attack...

Yeah they do get ALL good saves though. I bet it would be a fair trade to give them one good save, and a full base attack bonus. Plus Most of their abilities are infinite use, while most of the shadow knights are finite for a day, and effect each other's amount of use.

Good point, I will look into the fact of how effective they are after they use all their points up. But your saying that being able to get bonus damage, most likely 3 times a day is too good a deal for a drop in hit die from a D10 to a D8? I will say this again, don't compare any class to a fighter sense it is one of the weaker classes there is. Try maybe a barbarian? Even a standard 1st level swashbuckler is BETTER than a 1st level fighter. They get their bonus feat, which they would have gotten any way. A D10 hit die, AND better skill selection and points. What did they lose? their choice in their first level feat. So cut the comparisons with the fighter already. This class as far greater limitations as once you have started the class you can not multi class till 12th, or it loses all point.

I am getting cutt off here as I got to go to sleep. If I missed something please point it out. Thanks for the comments.


"Flame'y" sounding or not, I am trying to help you with this class, which I still think is a "god-mod" as my group would call it.

Sir Hexen Ineptus wrote:
...3 skill points will be taken out of every level to put into craft armor, weapons, and black smith. This would leave them with 3 more points from the class for the remaining skills. How would you deal with that?

Are those ranks REQUIRED to be used there? Or is that just where you think they should go? You may have given the class a form of item creation/crafting, but that doesn't mean they HAVE to do it. Using those skills as an argument to increase the ranks gained each level is null. If you're wanting that ability to be more pronounced, just give them an automatic Skill Focus for Craft:Shadow Arms/Armor.

Sir Hexen Ineptus wrote:
Thanks, for pointing the duration out, it should be for the round... ...plus they have other abilities that limit the number of times they can use their extra damage... ...But you did jump to conclusion about assuming I granted a full bonus damage equal to a rogue...

Then simplify this whole Shadow Point idea. Streamline the Shadow Blade ability into a X uses per day, based on class lv and an ability stat (I'd say INT personally). As they gain levels, grant them additional options that they trade uses of their Shadow Blade for. The current system is too awkward and unfamiliar as others have noted.

As for the damage vs rogue, yes I may have reached a little far with my comment, but there was no duration listed. So at the time, it was a valid point.

Sir Hexen Ineptus wrote:
I will say this again, don't compare any class to a fighter sense it is one of the weaker classes there is. Try maybe a barbarian? Even a standard 1st level swashbuckler is BETTER than a 1st level fighter. They get their bonus feat, which they would have gotten any way. A D10 hit die, AND better skill selection and points. What did they lose? their choice in their first level feat. So cut the comparisons with the fighter already. This class as far greater limitations as once you have started the class you can not multi class till 12th, or it loses all point.

You're kidding right? Most any non-casting/combat orientated class can and SHOULD be compared to a fighter at some point. Fighters can be tanks, sneaks, archers, dual weilders, lancers, horsemen... Anything. Don't say a class is weak just because it doesn't have 300 class features and takes an ouce of creativity to make a good PC.

But if you think swashbucklers are so much better, then your class should be pretty level with it right? Wrong.

Your class has the same HP, same BAB, MORE skill points, MORE armor selections (which, again, it can effectivly disregard any true penalty for wearing later on), shield usage, PLUS the dozen or so Shadow Blade abilities, PLUS the Shadow crafting, PLUS a slew of other class features. (note that the Shadow Knight gets something new/enhanced at every level, while Swashbuckler which is meant to be more of a crafty, intelect based combatant doesn't)

And while you're pointing out the class skill lists, I wonder why your class should get nearly as many ranks as a rogue for a class skill list that's less than half the size? More skill points p/lv = more class skills. I would say that to accomodate your skill points, you should add more class skills, but then I'd just be breaking what's already broken enough.

Also, the automatic Weapon Finese feat for Swashbucklers is a very noteworty point. Though she may be able to use all simple and martial weapons, her Insightful Strike ability ONLY works with light weapons and Weapon Finese compatable weapons. The Shadow Knight can Shadow Blade/enlarge ANY simple or martial weapon.

Sir Hexen Ineptus wrote:
As for making your weapon "bigger", what makes you think that it would normally be used to make it bigger anyway? Maybe they want to make it smaller so they can fool their enemies, or to hide it more easily.

I'm sorry, but seriously now. If that's what you intended the class to do, say so. If not, don't expect someone NOT to take advantage of that. "What? I can make my +1/+1d6 large (because he took the Monkey Grip feat) Shadow Blade Greatsword bigger mid-combat? Of course I will!" That'd be 4d6, possible at lv 1. And I didn't even have to think about that. What's going to happen when a real min/max'er comes along?

Sir Hexen Ineptus wrote:
Yeah they do get ALL good saves though. I bet it would be a fair trade to give them one good save, and a full base attack bonus. Plus Most of their abilities are infinite use, while most of the shadow knights are finite for a day, and effect each other's amount of use.

And? Monk's saves and abilities are built upon them not using much gear and the general flavor of the class. No armor or "standard" weapons, so they train to take punishment and in martial arts; thus the FORT and REF. And what is a monk if not wise? All flavor issues aside, their class features are based on WIS; so there's the 3rd good save.

Your class is aimed to be a heavy melee combatant, yet it has a good WILL save. How many melee based classes have that? The opposite could be said for the pitiful FORT save. You don't train as a melee combatant and remain frail. Good FORT saves are found on fighters, barbarians, swashbucklers, samurai, rangers, and more because they are meant for combat. With how your class is stated up, it should be about as combat effective as a wizard or sorcerer. You also claim the class is (somehow) supposed to be very dextrous; which translates to good a REF save bonus.

I'd take another look at how I arranged the save, were I you. Especially if you're using them as a defense for broken-ness.

I really am sorry my posts are so negative. I think that you have good ideas with this, just too many for a single class.

-Kurocyn


*edit* I wrote the wrong HP value for swashbucklers above. I was still thinking about fighters HD.

Nevertheless, the difference between a D10 HD and D8 HD isn't a world changing drawback.

There are probably more errors in my last post, I was in a hurry and didn't have time to proof-read.

-Kurocyn


Kurocyn wrote:
"Flame'y" sounding or not, I am trying to help you with this class, which I still think is a "god-mod" as my group would call it.

Thank you very much for that help.

Kurocyn wrote:
Are those ranks REQUIRED to be used there? Or is that just where you think they should go? You may have given the class a form of item creation/crafting, but that doesn't mean they HAVE to do it. Using those skills as an argument to increase the ranks gained each level is null. If you're wanting that ability to be more pronounced, just give them an automatic Skill Focus for Craft:Shadow Arms/Armor.

OK, I will think about that. However this might still be balanced as is.

Kurocyn wrote:
Then simplify this whole Shadow Point idea. Streamline the Shadow Blade ability into a X uses per day, based on class lv and an ability stat (I'd say INT personally). As they gain levels, grant them additional options that they trade uses of their Shadow Blade for. The current system is too awkward and unfamiliar as others have noted.

I wanted to give them both the negative/flexibility of if they do one thing, they can't do another. They have an energy source but if they use it all up doing one thing, they wouldn't be able to do another.

Kurocyn wrote:
As for the damage vs rogue, yes I may have reached a little far with my comment, but there was no duration listed. So at the time, it was a valid point.

OK

Kurocyn wrote:
You're kidding right? Most any non-casting/combat orientated class can and SHOULD be compared to a fighter at some point. Fighters can be tanks, sneaks, archers, dual weilders, lancers, horsemen... Anything. Don't say a class is weak just because it doesn't have 300 class features and takes an ouce of creativity to make a good PC.

Well we will just have to disagree on this point.

Kurocyn wrote:

But if you think swashbucklers are so much better, then your class should be pretty level with it right? Wrong.

Your class has the same HP, same BAB, MORE skill points, MORE armor selections (which, again, it can effectivly disregard any true penalty for wearing later on), shield usage, PLUS the dozen or so Shadow Blade abilities, PLUS the Shadow crafting, PLUS a slew of other class features. (note that the Shadow Knight gets something new/enhanced at every level, while Swashbuckler which is meant to be more of a crafty, intelect based combatant doesn't)

OK, will try and see it your way.

Kurocyn wrote:
And while you're pointing out the class skill lists, I wonder why your class should get nearly as many ranks as a rogue for a class skill list that's less than half the size? More skill points p/lv = more class skills. I would say that to accomodate your skill points, you should add more class skills, but then I'd just be breaking what's already broken enough.

The key class abilities, shadow crafting, basically requires you to put full points into it at every level or you will not get access to the abilities. The DC's are very high, and activating them isn't a garontee, so there is a coast to failing them. If you fail in using the shadow crafting then you lose 1-3+ extra damage charges on your bonded weapon/s that you probably can't afford to lose.

Kurocyn wrote:
Also, the automatic Weapon Finese feat for Swashbucklers is a very noteworty point. Though she may be able to use all simple and martial weapons, her Insightful Strike ability ONLY works with light weapons and Weapon Finese compatable weapons. The Shadow Knight can Shadow Blade/enlarge ANY simple or martial weapon.

About that, so what if the ability only works on finessable weapons. If they were not going to use one, then they wouldn't have bothered to start the class any ways. Also, it seems I might have to put more notes into the class feature, but the ability to enlarge their weapon does not grant them the ability to wield the weapon at its bigger size. Say you got your self a pair of strong arm bracers, or had the powerful build class feature, and you had a weapon that was normal for your size, that you wanted to bond with, then this might be a little nifty feature. This is to help keep them from eating up all there exp changing bonded weapons every time they get a new class ability, feat, etc.

Kurocyn wrote:

Your class is aimed to be a heavy melee combatant, yet it has a good WILL save. How many melee based classes have that? The opposite could be said for the pitiful FORT save. You don't train as a melee combatant and remain frail. Good FORT saves are found on fighters, barbarians, swashbucklers, samurai, rangers, and more because they are meant for combat. With how your class is stated up, it should be about as combat effective as a wizard or sorcerer. You also claim the class is (somehow) supposed to be very dextrous; which translates to good a REF save bonus.

I'd take another look at how I arranged the save, were I you. Especially if you're using them as a defense for broken-ness.

I really am sorry my posts are so negative. I think that you have good ideas with this, just too many for a single class.

Ah, I know the chart isn't the best, but it has only good reflex saves. And about the will save thingy, Hex Blades get full BAB and good will saves.

The more I look at this class, the more I think it is actually to par with a Paladin, or maybe a dusk blade, with mostly point based abilities. I don't know that much about psionics, but the abilities point system of this class is the same from what I understand to theirs.

So compaired to a paladin, you have the following differences. D8 HD and 4 more skill points per level, and a number of skill focused class abilities.

Again, thank you VERY much for your responses.

P.S. Now that I think of it the duration and cost are almost exactly like spells.


P.P.S. There is also the lacking of a tower shield, which is worth a feat in its own.


"About that, so what if the ability only works on finessable weapons. If they were not going to use one, then they wouldn't have bothered to start the class any ways." <--- Quote above from Sir Ineptus, bold emphasis is my own.

I strongly disagree with above emphasized sentiment good sir. Swashbucklers have proficiency with ALL martial weapons, although their class abilities and proficiencies heavily favor finesse and light weapons. They can pepper foes at range with arrows, chuck closer ranged throwing weapons and THEN (ideally) quick draw their primary melee weapons and start carving foes into sushi in short order.

Which is great right up until they need to get through a door or other destructible barrier in a hurry - which is when they unlimber, say, a great axe or maul and get to chopping or bashing as a simple example. Or, for another example, said axe is used to deliver a Death Blow coup de gras. Quick draw is a beautiful feat, especially in combination with Death Blow and a buddy that specializes in rendering foes helpless.

When/if you guys meet Cap'n Axe (crew 2 already has, albiet not with much flavor text as of yet) you'll see what a swashbuckler can do. Fortunately for you guys, he's not tasked as a foe - unless the group does something stupid and makes him mad...


Sir Hexen Ineptus wrote:
P.P.S. There is also the lacking of a tower shield, which is worth a feat in its own.

Only in technical terms, since the thing is hideously heavy, packs a whallop of an armor check penalty and penalizes one's attack rolls WITH proficiency. One decent Ray of Enfeeblement and quite a few characters packing one get pinned to the ground in a hurry...

Any wonder why very, very few characters ever use one even when proficient?


Sorry, have to agree with Kurocyn. You might get a $5 PDF copy of Cooley Publishing's "Buy the Numbers," which has a mathematical breakdown of the relative values of various class features (HD, skills, etc), scaled so that all of the core classes are more or less balanced with one another. I think you'll find that your new class, while cool thematically, significantly overshadows ALL of the PHB classes.


Going over this class, I'll tackle it point by point:

Shadow Points - I recommend no bonus points from ability modifiers for this class, they get TONS of stuff as it is, winding up with (assuming only a +2 INT modifier for the entire progression) 81 Shadow Points at 20th level. Most likely it will be much higher, at least 101 or more.

Being able to generate stuff from within themselves - kewl, but not necessary even at the heightened cost, since the only normal way to sever their connection to the Plane of Shadow is by anti-magic field, which suppresses supernatural abilities regardless. I know of no other effect that can sever such a connection in 3e.

Rest and recuperation - smart to require a 24 hour wait, recommend re-wording to require an hour of meditation after 8 hours' complete rest to bring in line with all other 'caster types' recharge requirements. This exactly matches it up to a cleric's requirements. I would personally state that they MUST recharge at midnight, imo.

Shadow Blade - very powerful even at 1st level, although the wording is very clumsy. You should start off with what ability this grants at 1st level, then go into what it can do at higher levels. Desribing each 'stage' as its own paragraph, at least on any messageboard.

The duration based on every 2 class levels part implies the ability cannot be used before 2nd level. I would recommend this as a separate class feature at 2nd level rather than folding it into the 1st level one - you effectively are granting THREE class features at one go at 2nd level (with Battle Fortitude and Touch of Shadow).

Lastly, the section describing implementing the 'bonded' effects should be cleaned up a lot. First, spacing - when reading this, this is dense and difficult to discern as it is written. Second, there is no time element described - by default, this resorts to the rules in the Craft skill, which means these effects take a LONG time to perform. If this is intended instead to be done via skill check, I would suggest instead reducing the skill points for the class to a base of 2 per level and instead going off of Use Magic Device, then reducing your Shadow Craft DC's by 10 across the board & retaining the 'backlash' from nat 1 or significant failures from Use Magic Device. There is no apparent consequence for failing any of the crafting checks that I can determine.

I cannot tell from reading this how easy it is to implement the shadow point investments, whether they stay in the bonded item or anything else from the current write up. I noticed a couple of edited phrasings later - when you get this cleaned up, re-post the entire description - and especially post sample characters as I described above.

Inner Shadow You realize this grants at first level TWO bonus Weapon Focus feats on TOP of the other class abilities? This translates with no ability score bonuses to a 1st level character and the above Shadow Blade ability packing a +3 AB (instead of a +2) and doing an extra 1d6 damage per hit that is not subject to being ignored in any way, shape or form.

Battle Fortitude I assume is lifted bodily from the Scout core class. There is no type to this bonus I noticed, which raises eyebrows - especially the initiative bonus.

Planar Meld grants a template - this should never be classified as a supernatural ability. Nor should a template be acquired along with so much else that the class has in the way of class features. There are entire prestige classes that cumulatively equate to a template, taking 10 full levels of advancement to doing so, and not packing anything analagous to an increasing in spellcasting advancement. Finally, your wording to the effective of "unless the template makes you weaker" is badly done - either you gain the template, or you do not. If you are referencing a splatbook (which is the case), do readers the courtesy of including the pertinent statistical information with your class feature. As it is, this alone would get the class banned justifiably, as it requires access to a narrow information source for comparison.

I would recommend HEAVY editing of this class feature. Also, once more you need to recognize that this grants multiple bonuses as the class advances, and a bonus to ALL modes of movement, which is REAL fishy as well. (Granted the bonus is not much, but it is not typed at all, which is what sets flags to flying.) In short, most of this classes' advancement levels grant TWO class features, either new or advanced versions of earlier ones, planting a big red flag on the class as a whole.

Touch of Shadow Providing a two-for-one thing at what seems a trivial cost as a supernatural ability, effectively at will save for the shadow points costs. Sounds more like a spell-like ability.

Shroud of Shadow Providing rogue-ish stealth that combined with matching class skills translates into doing something no other class can match at a far earlier level. Granted, this shroud does nothing in terms of providing cover or concealment to do such checks with. This sounds more like a spell-like ability than a supernatural one.

Armor of Shadow granting a sacred bonus to AC does not work at all. Sacred bonus are universally good-aligned, most often decidedly celestial in origin. Shadow effects generally are not aligned in any fashion or are decidedly evil in game terms. At best this should be a dodge bonus to AC. Another candidate for a spell-like ability.

Shadow Craft Permitting a single item at 8th level to have a +4 bonus is completely out of balance. The maximum enhancement bonus from such an ability should at best be +1 per 4 'caster' level equivelants, which merely brings it in line with what the spell casters have to observe. The highest DC this imposes is a 25 Craft check (for a +5 bonus), which at 8th level is nearly a safe bet, presuming 11 ranks and a +3 ability modifier means with no feats, gives a 50/50 shot at giving ones character a +5 weapon and/or shield as a standard action. At 8th level the best a character can hope to have via spell is a +2 bonus, which should warrant a higher DC, especially by way of a supernatural ability that strongly suggests a spell-like ability. The only limiting factor (taking a full-round action) is reduced to either a standard or a move action 3 short levels later. Shadow limbs should be removed completely at all levels. This class is pretty clearly weapon-and-shield, having a method of gaining multiple limbs is unwarranted, especially with everything else they get.

You also incorporate elements that bypass their normal crafting restrictions (shadow striking is referenced where and does what?) at later levels.

Given how you make mention of some of the various abilities counting as certain spell levels, it would seem that those are all spell-like abilities subject to being countered and dispelled by [Light] spells and effects of sufficient spell level equivelancies. Indeed, almost all of the class features/abilities can justifiably be classified as spell-like rather than supernatural.

The various goodies mentioned under *Enhancements Limbs* I cannot tell (a) what level they are accessed at, (b) what enhancement bonus they count as, (c) how many shadow points they take up (if any), and (d) whether or not these 'over write' (as the Holy Sword spell does for an example) the existing properties of the weapon in question and so on, or if these are restricted to bonded armor, shield and/or weapon.

ALL of the abilities with [Sacred] need to have that tag/type removed and retyped, as discussed above with Armor of Shadow. In game terms, there is nothing "sacred" about the plane of shadow nor those who draw upon its power that I have ever seen. Use more conventional bonus types instead, with an eye towards balancing them.

In short, some of the principles are sound, many of the details are poorly done and there is no way I'd permit this class in any game I GM to stand as presently written. It would require far too much of my attention to remember all the details of this class running the game, let alone playing the character, and that is the basic principle upon which I 'ban' various books from the table let alone certain prestige classes. (Psionics, Tome of Magic, Incarnum, Book of Nine Swords)

You do have a solid 4e sounding class though, although it will require some retooling for that as well.


Turin the Mad wrote:

Going over this class, I'll tackle it point by point:

Shadow Points - I recommend no bonus points from ability modifiers for this class, they get TONS of stuff as it is, winding up with (assuming only a +2 INT modifier for the entire progression) 81 Shadow Points at 20th level. Most likely it will be much higher, at least 101 or more.

Being able to generate stuff from within themselves - kewl, but not necessary even at the heightened cost, since the only normal way to sever their connection to the Plane of Shadow is by anti-magic field, which suppresses supernatural abilities regardless. I know of no other effect that can sever such a connection in 3e.

Rest and recuperation - smart to require a 24 hour wait, recommend re-wording to require an hour of meditation after 8 hours' complete rest to bring in line with all other 'caster types' recharge requirements. This exactly matches it up to a cleric's requirements. I would personally state that they MUST recharge at midnight, imo.

Shadow Blade - very powerful even at 1st level, although the wording is very clumsy. You should start off with what ability this grants at 1st level, then go into what it can do at higher levels. Desribing each 'stage' as its own paragraph, at least on any messageboard.

The duration based on every 2 class levels part implies the ability cannot be used before 2nd level. I would recommend this as a separate class feature at 2nd level rather than folding it into the 1st level one - you effectively are granting THREE class features at one go at 2nd level (with Battle Fortitude and Touch of Shadow).

Lastly, the section describing implementing the 'bonded' effects should be cleaned up a lot. First, spacing - when reading this, this is dense and difficult to discern as it is written. Second, there is no time element described - by default, this resorts to the rules in the Craft skill, which means these effects take a LONG time to perform. If this is intended instead to be done via skill check, I would...

You make a lot of good points here. I will be re-working a number of things.

As for the Shadow Craft. It says in the description that Enhancement limbs about the cost and duration.
"Creating a shadow limb requires the use of 5 shadow points to create an enhancement limb. All shadow limbs lasts only 1 round, plus 1 round per each three levels in shadow knight she possessed."

However it seems I may have neglected to stat the duration it takes to create them.

Shadow Meld. I will rewrite this feature to make it at level 12 you may acquire the template at your next level, but you do not progress in your class, at which point you may spend your next 3000 exp to eliminate the level adjust entirely.

Personally, I don't see the problem with making a level 1 adjust template spread over widely spread class abilities of three different levels all that big a deal.

P.S. As to the type of bonuses issue. I find that they are in actuality what I would call elemental as they are granted from the raw energy of the plane of shadow. A shadow knight sees this as the same type of bonus as a sacred one, thus why it is typed in that manor. Making these bonuses typed as enhancements or some other common type of bonus would make these short lived effect, effectively useless in a lot of situations when compared to common magical items.


A few of the abilities here I took and modified from the Shadowsmith PrC in the Tomb of Magic book pg 133. Please keep in me this is a 10 level PrC.

Touch of Shadow originally is a Su and grants bonuses equal to class level, Lasts 1 minute per class level, and is usable equal to class level.

Shroud of Shadow is also a Su. Grants a hide and move silently bonuse equal to class level, lasts 1 minute per level, and is usable equal to class level.

Armor of Shadows was also originally a Su ability. It granted up to a +4 deflection bonus. I decided to change this a little as well.

Edit: The Dark Creatures is on page 158 ToM, the template itself is on page 161 ToM.

Shadow Striking effect is on page 155 ToM.

So just to give you some background.


Oh, I didn't realize I forgot to note the sacred modification if evil, or channeled negative energy.

I am adding the following, or similar to the sacred bonuses class abilities.

"A number of these abilities have the sacred type; this applies if they wish to channel positive energy. If they want to channel negative energy the type should be profane. If they are good alligned they may not channel negative energy, and can not have the profane type. If they are evil aligned they may not channel postive energy or have the sacred type."


Turin the Mad

About the Shadow Points. I took the original PrC's Shadow Craft ability and translated it into points.

A Shadow Smith can create, at 10th level in the PRC (15th level character), 20 pounds of items (double their class level), 5 times a day. A total of 100 pounds of items a day. I took this as a basis for the shadow point equivalent.

So-

Shadow Smith: 100 shadow points

Touch of Shadow: (Usable once per level) Each use costing 2 points a level, 20 shadow points

Shroud of Shadow: 20 shadow points

Armor of Shadows: Usable at 1/2 class level, 4 points per use, 20 shadow points.

A Shadow Smith of 15th level character has the equivalent of 160 shadow points. I really don't think I would have much to worry about if a shadow knight got 101 shadow points at level 20.


I just wanted to say thank you for all the help. I am about done with v3.0 sense this was v2.0.

Thank You Everyone!

Scarab Sages

Sir Hexen Ineptus wrote:

I just wanted to say thank you for all the help. I am about done with v3.0 sense this was v2.0.

Thank You Everyone!

I would be very interested to see the final result if and when you get the chance to post v3.0


Jonathan_Shade wrote:
Sir Hexen Ineptus wrote:

I just wanted to say thank you for all the help. I am about done with v3.0 sense this was v2.0.

Thank You Everyone!

I would be very interested to see the final result if and when you get the chance to post v3.0

Will do. I think I need to cut something else, but I don't know what yet.

Scarab Sages

Where do you stand with this, Sir Hexen?

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