
Sir Hexen Ineptus |

Shadow Knight
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 spread 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, in time 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): Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Swim (Str), and Tumble (Dex).
Base Attack Bonus: Full
Fort Save: Intermediate (Poor but +1 at level 1, 10, and 19)
Ref Save: Good
Will Save: Poor
Level BAB Fort Ref Will Special ----------> Shadow Points
1 1 1 2 0 Bonded Weapon
2 2 1 3 0
3 3 2 3 1 Inner Shadow
4 4 2 4 1
5 5 2 4 1
6 6 3 5 2
7 7 3 5 2 Bonded Shadow Shell
8 8 3 6 2
9 9 4 6 3
10 10 5 7 3
11 11 5 7 3
12 12 6 8 4 Planer Meld
13 13 6 8 4
14 14 6 9 4 Bonded Shadow Shell Increases
15 15 7 9 5 Planer Shift
16 16 7 10 5
17 17 7 10 5
18 18 8 11 6 Planer Meld, Dark Creature Template
19 19 9 11 6 Planer Shift
20 20 9 12 6
Shadow Knight Ability- Brief Descrition - Duration - Shadow Point Cost (To bring perspective to the amount of abilities that cost shadow points and how much.)
---Shadow Charge: 1D6 - 1 round - 3
---Manipulate Bonded Weapon Size - 5 rounds +5 round/3 levels - 4/6
2nd Level\
---Touch of Shadows - 1 minute/2 class levels - 2
---Shroud of Shadow - 1 minute/2 class levels - 2
5th Level\
---Armor of Shadows +1 - 10 minutes - 3
---Shadow Charge: 2D6, +1 hit - 1 round - 6
6th Level\
---Shadow Craft: 2 nomral non-magical items - 30 minutes/level - 1 per lbs
7th Level\
---Touch of Shadow: + Trackless - 1 minute/2 class levels - 2
8th Level\
---Shadow Craft: Enhacnment (DC20+1 per enancment) - 30 minutes/level - 1 per lbs
9th Level\
---Shadow Craft: Quickened - 30 minutes/level - 1 per lbs
---Shadow Charge: 3D6, +1 hit - 1 round - 9
10th Level\
---Armor of Shadows +3 - 10 minutes - 3
11th Level\
---Armor of Shadows: Quickened - 10 minutes - 3
12th Level\
---Shadow Craft: Light & Medium Armor: Improved Shadow: Light - 30 minutes/level - 1 per lbs
13th Level\
---Shadow Charge: 4D6, +1 hit - 1 round - 12
---(sp) Shadow Craft: Lesser Shadow Limbs (Craft DCs required; no more than 2 at a time) - 1 round/+1/3 levels - 4
------Breaf Descriptions:
------Balanced Phantom Strike: (Black Smith, DC 28) Reduce Two Weapon fighting minuses, or whielding a weapon one size larger. Bonus to balance checks.
------Shadow Might: [Sacred], (Weapon, DC 31) +2 Strength
------Shadow Agility: [Sacred], (Weapon, DC 31) +2 Dexterity
------Shadow Fortification: [Sacred], (Armor, DC 31) +2 Constitution, with temporary hit points.
------Shadow Sight: (Armor, DC 32) +/15ft to the range of darkvision, and +15ft to blind sense abilities. This does not grant blind sense.
------Shadow Claws: (Weapon, DC 33) This grants a set of natural weapon claws 1D6 slashing and pircing damage for a medium size humanoid.
------Shadow Fangs: (Weapon, DC 33) This grants a set of natural weapon fangs on each head that deal 1D8 piercing, slashing, or blugoning damage for a medium size humanoid.
------Shadow Spikes: (Weapon, DC 33) Spikes in ever way act as armor spikes, except they are treated as one size larger. Increase the weapon damage of their tail or a phantom tail.
------Shadow Scales: (Armor, DC 33) Innate Natural Armor temporarily increases by 2.
------Shadow Propulsion: (Armor or Weapon, DC 37) She gains a bonuses to all movement, and a bonus to jumps and tumble checks.
------Shadow Aura: (Armor, DC 38) Deflection +2 bonus to AC
14th Level\
---Shadow Craft: Shadow Striking - 30 minutes/level - 1 per lbs
15th Level\
---Armor of Shadows +5 - 10 minutes - 3
16th Level\
---Shadow Craft: Improved Shadow Medium - 30 minutes/level - 3
17th Level\
---Shadow Blade: 5D6, +1 hit - 1 round - 15
---Shadow Craft: True Shadow Limbs (Craft DCs required) - 1 round/+1/3 levels - 4
------Breaf Descriptions
------Third Ear of the Lazy Guardian: (Weapon, DC 39) Gain ability to make listen checks while asleep.
------Third Eye of the Lazy Guardian: (Weapon, DC 41) Gain ability to make spot checks while asleep.
------Third Eye of the Attentive Guardian: [Sacred] (Weapon, DC 42) Gain Spot bonuses while activated.
------Planer Phasing: (Blacksmithing, DC 43) Gain miss chance due to a special arua 50%.
------Phantom Tail: (Armor, DC 44) Gain a temporary tail granting a secondary attack.
------Phantom Arm: (Weapon, DC 46; 1 limb each limb created) A shadow knight may sprout up to an additional pair of complete arms.
------Phantom Wings: (Armor, DC 46) A shadow knight sprouts a pair of average sized wings granting perfect maneuverability.
------Greater Phantom Wings: (Armor, DC 47; counts as 2 limbs with shadow craft, and costs 16 shadow points) A shadow knight sprouts a pair of gargantuan sized wings granting more speed but average mobility.
------Planer Embrace: (Armor and Weapon, DC 49; counts as 2 true limbs and 1 lesser limb; costs 24 shadow points to activate) [Sacred] A shadow elemental is summoned granting numerus bonuses.
Level/Shadow Points
1/8
2/10
3/12
4/14
5/16
6/18
7/20
8/22
9/24
10/26
11/28
12/30
13/32
14/34
15/36
16/38
17/40
18/43
19/46
20/49
Shadow Points: A shadow knight has a reservoir of pure shadow essence in which to power their class abilities. They Start with 4 points plus their intelligence modifier, and gain 2 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 3 points per level. For simplicity purposes the points gained by level in the class are listed in the chart above for that level.
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.
A number of abilities a shadow knight have, has the [sacred] typed bonus with them. This however this not always the case due to the shadow knight's alignment. If they are good aligned the type of bonus is sacred. If they are evil the type is actually profane. If they are neutral then they must chose if they are able to channel positive or negative energy. If they chose positive they of course gain a sacred bonus, and vic versa. Once chosen this can not be changed while they are neutral unless they shift to an evil or good alignment and then back to a neutral alignment. Only at that point they may chose again.
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 tying it 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. This effect does not include other any bonuses, reduction of minuses, to wield the weapons if they become larger than they can normally wield. However, if she spends 6 shadow points she can change weapons at the same time. This effects last 5 rounds, and adds an additional 5 rounds at level three and every two levels in this class there after. 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 has the ability to charge her bonded weapon to deal an additional 1D6 points of damage. While charged, the weapon is treated as magical for the purposes of damage reduction. Charging is a free action that requires using 3 shadow point and last 1 round, however the bonus damage does not stack with itself at this level.
At level 5 while a weapon is charged they get a +1 to hit with that bonded weapon. This bonus does not stack with itself if you charge a weapon multiple times.
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. A shadow knight may expend 3 points and add this effect to a two bonded weapons (Including a shield) at the same time, if they have spent the feat to gain an additional bonded weapon or shield. If you charge two weapons each weapon gets the +1 bonus to hit. Charging three or four weapons at the same time cost 6 shadow points, and so on.
A shadow knight may apply shadow crafting effects to her bonded weapon or shield as if she was creating a shadow crafted weapon. However if the weapon already has enhancement bonuses to hit and damage the higher enhancement bonus counts; other enhancement bonuses function normally. To do so you must first apply 1/2 the bonded weapon's weight in shadow points, then make the proper craft weapon DC. You may not apple the striking effect that your shadow craft creations have. These bonuses are counted and is restricted like a normal shadow crafting rules.
If a bonded weapon is lost, destroyed, just plane is undesirable any more, or an occasion where a connection to a new weapon is needed, 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.
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. At level 7 it distributes her weight more evenly to the point she cannot be tracked. Touch of shadow lasts for minute per 2 class levels, and costs 2 shadow points per activation. The effects can not stack with itself.
Inner Shadow: At 3rd 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.
Shroud of Shadow (Su): Starting at 4th level, a shadow knight 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 2 shadow points and it's effects lasts for minute per 2 class levels.
Armor of Shadow (Su): Starting at 5th level, she can take a move action to surround herself in protecting shadows. 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 30 minutes per your class level. The duration may be extended for an hour for every shadow 2 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 (weapon smithing, 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 +2. This increases by 2, +4 total, at level 12, and an additional +1 every 4 levels there after. You can split your bonus between multiple creations; however you may only spend half of you bonuses on any single weapon or tool. You are still limited to a maximum of +5 for a single weapon or shield. For instance if you are a 16th level shadow knight, you can create a +3 bastard sword and a +1 heavy shield. These enhancements can also be applied to tools that you use but the max is still +5 (Normal magic tools or items have a cap of 15). Tools created with shadow crafting can not be made to help with shadow crafting.
To succeed at this enhanced crafting, you must make an appropriate Craft check for each item (usually weapon smithing or armor smithing) 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, and 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 lesser shadow limbs granting you temporary bonuses 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 lesser shadow limb requires the use of 4 shadow points and is a standard action. If you fail in the to meat the DC in creating a shadow limb of any type you lose the shadow points and the action used to creat it. All shadow limbs lasts only 1 round, plus 1 round per each three levels in shadow knight she possessed. You can not create more than 2 lesser shadow limbs.
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. 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 aligned they may not channel negative energy, and can not have the profane type. If they are evil aligned they may not channel positive energy or have the sacred type.
At 14th level, you can apply the shadow striking ability to any magic weapon (155 ToM) 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 lesser shadow limbs at a time, or 2 lesser shadow limbs and 2 true shadow limbs. Ether way you can not create more than 2 true shadow limbs at a time. From this point you gain an additional lesser shadow limb you can create at a time at level 21, and an additional limb at every 8 levels there after. She also gains an additional true shadow limb she can have active at level 25 and an additional limb every 8 levels there after. All shadow limbs past the initial 4 cost triple the normal shadow points.
Creating true shadow limbs costs 8 shadow points, and have the same duration as lesser shadow limbs. Creating a true shadow limb is a standard action. At this level, lesser shadow limbs can be created as a move action.
All of the shadow limbs are able to be dispelled. For this and similar purposes your caster level is equal to your class level. For other purposes lesser shadow 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.
*Lesser Shadow Limbs*
Balanced Phantom Strike (Black Smith, DC 28) Reduce Two Weapon fighting, or wielding a weapon one size larger than your norm (not both), minuses to hit by 2. +1 to balance checks equal to half class level.
Shadow Might: [Sacred], (Weapon, DC 31) +2 Strength
Shadow Agility: [Sacred], (Weapon, DC 31) +2 Dexterity
Shadow Fortification: [Sacred], (Armor, DC 31) +2 Constitution, with temporary hit points.
Shadow Sight: (Armor, DC 32) +15ft to the range of darkvision and blind sense abilities. This does not grant blind sense.
Shadow Claws: (Weapon, DC 33) 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 33)
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 33)
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 are treated as one size larger and do increase the weapon damage of their tail or a phantom tail by one size category and damage is piercing and bludgeoning.
Shadow Scales: (Armor, DC 33) A shadow knight gains a sometimes scaly looking. The scales usually look like a semi-transparent layer on their skin.
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.
Shadow Propulsion: (Armor or Weapon, DC 37)
With this ability 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.
Shadow Aura: (Armor, DC 38) Deflection +2 bonus to AC, if she already posses a deflection bonus of +1 or greater they receive a additional Deflection +2 bonus instead. The maximum bonus is still +5.
*True Shadow Limbs*
Third Ear of the Lazy Guardian: (Weapon, DC 39)
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 41)
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 42)
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 43)
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 44)
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 46; 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 the missing limbs and at the cost of an lesser shadow limb.
Phantom Wings: (Armor, DC 46)
A shadow knight sprouts a pair of average sized wings granting perfect maneuverability. Your flying 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 lesser shadow limb, costing 5 shadow points and with a DC 38 armor craft check.
Greater Phantom Wings: (Armor, DC 47; 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. If you can not use your wings due to damage or space you lose this increase. 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 shadow limb.
Planer Embrace: (Armor and Weapon, DC 49; counts as 2 true shadow limbs and 1 lesser limb; 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 for damage.
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 or shield that they are proficient with. A shadow knight has one sets of armor and one shield in which she can bind them selves to. A shield is treated as both 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 increased by 2. Again, to gain these, or later, bonuses you must be proficient with the armor you are bonded to.
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 or shield's type.
If a bonded armor or shield is lost, destroyed, just plane is undesirable any more, or an occasion where a dire need of connecting to a new armor or shield is need, she may give up their bond to a armor shield 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 shield or armor gains no bonuses other than what is normally on the weapon.
You may apply shadow crafting effects to your bonded armor as if you were creating a shadow crafted armor, however if the armor is already enchanted the higher enhancement bonus AC counts; other effect and enhancements function normally. The effects applied to a bonded armor 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 special ability to a bonded light or medium armor you need only apply a +1 enhancement from your shadow crafting. This effect is applied even if the enhancements applied are canceled out by the enhancements already on the armor. These bonuses are counted and is restricted like a normal shadow crafting rules.
Planer Meld: At 12th level a shadow knight is faced with the decision on remaining of their native plane, or become one of the plane of shadow. They may at this level chose to take on the Shadow Creature Template (pg 158 ToM). If the chose to when they reach to point to obtain 13th level they must lose 6,000 experience points bringing them back to level 12. They are still level 12, but they do not have a level adjust.
Shadow Revival: A shadow knight may also at this level, once per day, expend 40 shadow points to heal 1D6 points of damage as an instant reaction to going below 0 hitpoints. This only works if they have the 40 shadow points available. This ability was mainly developed to help keep a shadow knight that gets ambushed from dying too easily
Planer Shift (Su): At 15th level, and every eight levels there after, a shadow knight gains a single lesser type shadow limb permanently active of their choice. A shadow knight my once per turn activate or 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 true 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 dispel 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. If she does multi class, she loses all her supernatural abilities, including shadow crafting, and even the Inner Shadow ability is lost, but excluding the battle fortitude ability. She only retain their armor, shield, and weapon feats (excluding Inner Shadow), 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 sun, she loses all their special class abilities excluding the battle fortitude ability.
___________________________________________________________________________ _____________________
Martial Shield:
Battle Shield:
The shield is more elegantly crafted to be finess-able.
AC: 2
Armor Check Penalty: -3
Arcane Spell Chance Failure: 20%
One Handed Martial Weapon
Damage: 1D4
Damage Type: Bludgeoning
Special:
This weapon can utilize the weapon finesse feat allowing you to use your dexterity modifier instead of you strength modifier for your bonus to hit.
______
Exotic Shield:
War Battle Shield:
This shield was made by the shadow knights to help their common tactic of two weapon fighting with a shield in one hand. This was not a difficult thing to duplicate by others so the weapon has made its way around the world. But it is not commonly used by any other class.
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 |

Race: Human Alignment: L/G Move: 30ft
Class/Level: Shadow Knight/12
HP: 10+(6.5x11)
HP: 82 Initiative: +3
Items Mod
Str: 12 12 +1
Dex: 19 21 +5
Con: 14 16 +3
Int: 14 16 +3
Wis: 10 10
Cha: 10 10
B.A.B.: +12
Class Abilities:
Shadow Blade Charged: +1 Hit, 1-3D6 1 round 5
*Bonded Adamantite Rapier
Touch of Shadow +6 Climb, Trackless 6 Minutes 4
Shroud of Shadow +6 Move Silently and HIde 6 Minutes 4
Battle Fortitude: +2 Fortitude Save and Initative
Bonded Shadow Shell: -5 Armor Check Penalty, -5ft restriction, +3 Max Dex
*Bonded Adamantite Spiked Duelist Shield, Bonded Adamantite Full Plate
Shadow Craft: Enhanced, Quicken, Light and Medium Armor 6 hours 1/pound
Armor of Shadows +3, swift action 10 Minutes 3
AC Shield Armor Dex Nat Defl Total
10 5 11 +5 +2 +2 35
Armor of Shadows:
Spell Effect:
Saves Base Stat Resist Total
Fort 6 3 0 9
Ref 8 5 0 13
Will 4 0 0 5
Spell Effect:
Feats
1- Weapon Finesse
3- Shield Bash
IS: Weapon Focus: Rapier
IS: Weapon Focus: Spiked Dualist Shield
6- Improved Two Weapon Fighting
9- Shield Specialization: Spiked Martial Shield
12- Greater Two Weapon Fighting
Skills
Balance (Dex) 5 7.5 12
Bluff (Cha) 0
Climb (Str) 1 7.5 8
Craft: Armor (Int) 3 15 24 6 **
Craft: Weapons (Int) 3 15 24 6 **
Craft: Blacksmith (Int) 3 15 24 6 **
Hide (Dex) 3 15 18 +6
Intimidate (Cha) 0
Jump (Str) 1 15 16
Listen (Wis) 0 15 15
Move Silently (Dex) 5 15 18 +6
Swim (Str) 1 1
Tumble (Dex) 5 15 18
Tool Bonus: (*) Magic Tool Bonus: (**)
Equipment
Vials of Holy Water 2 2 25
Alchemist’s Fire 3 3 20
Cure Moderate 1 ---
Cure Light Wounds 1 ---
Explorers Outfits (Backpack) 5 40 50
Rope: 50ft (Backpack) 1 25 500
Soap: 10 lbs 1 10 5
Total Weight 36
Total Weight In backpack 80
Carrying Capacity: Light: 43 Medium: 86 Heavy: 130
Gold: 1560
Magic Items
+3 Adamantine Full Plate Armor Armor
+2 Adamantine Rapier Weapon
+2 Weapon/ +3 Shield Adamantine Spiked Dualist Shield Shield
+2 Int Headband Head
+6 Armor Smithing Face
+6 Black Smithing Throat
+1 Cloak of Resistance Shoulder
+2 Vest of Natural Armor Torso
+2 Dex Bracors Arms
+6 Weapon Smithing Hands
+2 Belt of Health Waist
+2 Ring of protection Ring 1
Ring of Sustenance Ring 2
Heward's Handy Haversack Non
Magic Items: Cost
+2 Adamantine Rapier 11020
+2 Weapon/ +2 Shield Adamantine Spiked Dualist Shield 15020
+2 Int Headband 4000
+6 Armorsmithing 3600
+6 Black Smithing 3600
+1 Cloak of Resistance 1000
+2 Vest of Natural Armor 8000
+2 Dex Bracors 4000
+6 Weaponsmithing 3600
+2 Belt of Health 4000
+2 Ring of protection 8000
Ring of Sustenance/Feather Fall 2500
Heward's Handy Haversack 2000
Total: 85840

Kurocyn |

I'm sorry, but it still does too much compared to other classes and some aspects just don't make sense.
"Dexterity is the most important stat for a shadow knight. With the lack of hit points this helps keep them alive..."
Then why do they/can they wear heavy armor? Also note the good REF save, in heavy armor?
"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."
Again, heavy armor? Enhanced shield use (when heavy shields are an option) and heavy armor, do NOT lend themselves fast-moving flankers.
Your use of Shadow points and the utter encyclopedia of options they give just seem out of place. If you're wanting a class for crafting items out of shadow, then make a 5 level prestiege class and call it a day, don't incorporate it into a already confusing and unbalanced "heavy armor flanker."
-Kurocyn

Sir Hexen Ineptus |

I'm sorry, but it still does too much compared to other classes and some aspects just don't make sense.
"Dexterity is the most important stat for a shadow knight. With the lack of hit points this helps keep them alive..."
Then why do they/can they wear heavy armor? Also note the good REF save, in heavy armor?
"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."
Again, heavy armor? Enhanced shield use (when heavy shields are an option) and heavy armor, do NOT lend themselves fast-moving flankers.
Your use of Shadow points and the utter encyclopedia of options they give just seem out of place. If you're wanting a class for crafting items out of shadow, then make a 5 level prestiege class and call it a day, don't incorporate it into a already confusing and unbalanced "heavy armor flanker."
-Kurocyn
OK some of the fluff needs to be changed about the armor, however as far as the abilities goes, please try and compare them to a duskbade. A duskblade has many more spells, which a much grander damage capability, and more useful in the long run.
However I did forget to change a few small things and will make a few notes for next time.

Kurocyn |

OK some of the fluff needs to be changed about the armor, however as far as the abilities goes, please try and compare them to a duskbade. A duskblade has many more spells, which a much grander damage capability, and more useful in the long run...
I'm not all too familiar with Duskblades, but looking at both classes side-by-side, it's painfully obvious that your Shadow Knight has far greater options.
Combining a optimized fighter build with the crafting abilities alone makes this class surpass the Duskblade. A Duskblade may have spells, but only a paltry few, and their selection is something to be desired.
Your Shadow Craft ability essentially gives the class access to numerous styles of combat and adaptation. Spiked armor/shields, natural weapons, two-weapon fighting: a standard class trying to advance any of these requires a decent ammount of effort in their own right, yet a Shadow Knight can just upstage them all and trade out his combat style like he were changing his socks, allowing him to adjust his damage output based on the situation to a far greater degree than any spell caster or melee combatant. For this reason, I see your class easily over-powering a Duskblade in terms of power. (might I suggest that they Shadow Knight require seperate proficiencies for each type of weapon/combat style, instead of being automatically proficient with anything he makes?)
Add to this the additional boosts he can give himself via his crafting and enhancing. He can create potent magical items quickly and for free (their limited duration isn't even a factor, because the spent points regenerate). Also, the skill used for his "crafting" is blacksmithing/weaponsmithing/etc, since when does a smithing trade have anything to do with spontaneously pulling items from a shadow? If you feel a check should be used, make it "shadowsmithing" or the like. (For an added prerequisite, you could make X ranks in armor or weapon smithing needed before ranks could be taken in Shadowsmithing but that's up to you)
Beyond the myriad of options that shadow craft gives, the term "Shadow limbs" just confuses me and makes me imagine him generating shadowy octopus tentacles or something.
And I believe that in your previous thread, someone already commented on the whole "Sacred / Profane" bonus types. Which to me, seems an all-too-convienient way of getting the bonuses to stack, as "Sacred / Profane" types are fairly uncommon.
Overall, if you're wanting the shadowcraft to be this class's key feature, I'd suggest that you compare it to the Warlock and its invocations, drop the superior combat build, and make it more akin to a crafter who uses his creations to augment his lacking combat skills. (Ironman is a perfect example)
-Kurocyn

Sir Hexen Ineptus |

Sir Hexen Ineptus wrote:OK some of the fluff needs to be changed about the armor, however as far as the abilities goes, please try and compare them to a duskbade. A duskblade has many more spells, which a much grander damage capability, and more useful in the long run...I'm not all too familiar with Duskblades, but looking at both classes side-by-side, it's painfully obvious that your Shadow Knight has far greater options.
Combining a optimized fighter build with the crafting abilities alone makes this class surpass the Duskblade. A Duskblade may have spells, but only a paltry few, and their selection is something to be desired.
Your Shadow Craft ability essentially gives the class access to numerous styles of combat and adaptation. Spiked armor/shields, natural weapons, two-weapon fighting: a standard class trying to advance any of these requires a decent ammount of effort in their own right, yet a Shadow Knight can just upstage them all and trade out his combat style like he were changing his socks, allowing him to adjust his damage output based on the situation to a far greater degree than any spell caster or melee combatant. For this reason, I see your class easily over-powering a Duskblade in terms of power. (might I suggest that they Shadow Knight require seperate proficiencies for each type of weapon/combat style, instead of being automatically proficient with anything he makes?)
Add to this the additional boosts he can give himself via his crafting and enhancing. He can create potent magical items quickly and for free (their limited duration isn't even a factor, because the spent points regenerate). Also, the skill used for his "crafting" is blacksmithing/weaponsmithing/etc, since when does a smithing trade have anything to do with spontaneously pulling items from a shadow? If you feel a check should be used, make it "shadowsmithing" or the like. (For an added prerequisite, you could make X ranks in armor or weapon smithing needed before ranks could be taken in...
I will get back to the rest of your comments but I had a quick question.
What type of bonus would you give? They are getting power from another plane. This to me sounds almost exactly like getting power from a deity or a positive or negative plane.

Kurocyn |

What type of bonus would you give? They are getting power from another plane. This to me sounds almost exactly like getting power from a deity or a positive or negative plane.
The lack of "divine influence" is apparent with the class itself. Were the Shadow Knight a divine avatar for some shadow god or the like, I would fully understand a sacred or profane bonus.
But this class is drawing its power directly from the plane itself, there is no mention, connection, or acknowledgement of a higher power involving itself.
As for what type of bonus to make it, I'd look towards other examples of inter-planar interaction. The Horizon Walker prestiege class (DMG) specializes in planar travel (even to the Plane of Shadow), granting mostly insight and competance bonuses.
The Elemental Savant (ComArc), a class dedicated to the elemental planes, gains competance bonuses as well.
Beyond making it an insight or competance based, I'd have to see a list of all of the different types of bonuses, as I only know a few.
-Kurocyn

Sir Hexen Ineptus |

Sir Hexen Ineptus wrote:What type of bonus would you give? They are getting power from another plane. This to me sounds almost exactly like getting power from a deity or a positive or negative plane.The lack of "divine influence" is apparent with the class itself. Were the Shadow Knight a divine avatar for some shadow god or the like, I would fully understand a sacred or profane bonus.
But this class is drawing its power directly from the plane itself, there is no mention, connection, or acknowledgement of a higher power involving itself.
As for what type of bonus to make it, I'd look towards other examples of inter-planar interaction. The Horizon Walker prestiege class (DMG) specializes in planar travel (even to the Plane of Shadow), granting mostly insight and competance bonuses.
The Elemental Savant (ComArc), a class dedicated to the elemental planes, gains competance bonuses as well.
Beyond making it an insight or competance based, I'd have to see a list of all of the different types of bonuses, as I only know a few.
-Kurocyn
Personally I don't care what type of bonus they have, so long as it isn't enhancement, which would make them useless as a level 12 ability, competance sounds great though. I just wanted to point out that you are forgetting about the clerics that have no deity. They gain their abilities directly from a plane.
I would also like to state that it seems like I forgot to make a lot of corrections I wanted to from the last version, I will need to make them.
Thanks for the input. I will be reducing the power of some of the true shadow limb abilities. Thank you
Another question please, you have a problem with the number of shadow crafting spell like abilities they have right? You do know that they have to make a craft check, and they can only have so many active at a time, and they only last a few round. Thank you.

Kurocyn |

I just wanted to point out that you are forgetting about the clerics that have no deity. They gain their abilities directly from a plane.
Clerics without deities? o.O? That's a new one on me.
Another question please, you have a problem with the number of shadow crafting spell like abilities they have right? You do know that they have to make a craft check, and they can only have so many active at a time, and they only last a few round. Thank you.
Yes, I do understand. But my issue is with the sheer ammount/variety of options available and their lack of logical connection to the guard concept the class seemed to spawn from.
Enhancing weapons and armor I can understand, but manifesting claws? Fangs? Additional arms, tails, wings? Having a class with no real ties to the natural world, animals/beasts, or some form of shapeshifting be able to use natural weapons like these just doesn't fit.
The crafted eyes/ears, however, I do like. They fit the concept of a guard perfectly. If you were wanting to keep this class centered on the "night watch" angle, you could incorporate the crafting of shadow doors, locks, etc. Things that a watchman could use to further reinforce his position or better defend his charge. That way your Shadow Knight KNOWS when someone breaks in, because of his innate connection to the door they just kicked in or the lock they just picked.
Another idea might be a "Shadow window/arrow slit." Something the knight could manifest on a solid wall to provide an temporary opening. Perhaps only allowing for sight/projectiles to pass through.
Making such changes to the Shadow Knight would drastically change the purpose of the class, making it more akin to a specialized body guard or honor guard. Also, taking the class in this direction would justify the use of heavy armors/shields, their range of useable weapons, and the various boosts to their AC.
At the same time, however, I'd suggest swapping the good save out for either Will or Fort, toning down the raw combat ability, and rounding out more of the shadow based abilities. Perhaps focusing them more on the crafting of defensive structures and items. Barricades, shields, armors, etc...
-Kurocyn

Sir Hexen Ineptus |

Sir Hexen Ineptus wrote:I just wanted to point out that you are forgetting about the clerics that have no deity. They gain their abilities directly from a plane.Clerics without deities? o.O? That's a new one on me.
Yes it is a standard PHB cleric rule. In a lot of games I play, the players take advantage of it.
Sir Hexen Ineptus wrote:Another question please, you have a problem with the number of shadow crafting spell like abilities they have right? You do know that they have to make a craft check, and they can only have so many active at a time, and they only last a few round. Thank you.Yes, I do understand. But my issue is with the sheer ammount/variety of options available and their lack of logical connection to the guard concept the class seemed to spawn from.
.
Amount really isn't an issue any more. I am simply making up for the 2-3 dozen plat books out there adding to cleric spell list, that they all know, automatically.
Enhancing weapons and armor I can understand, but manifesting claws? Fangs? Additional arms, tails, wings? Having a class with no real ties to the natural world, animals/beasts, or some form of shapeshifting be able to use natural weapons like these just doesn't fit.
As of level 12 1/2 a shadow knight could effectively become an outsider of the shadow plane. They have achieved such a strong connection to the plane of shadow that they can improve their own body to meet their needs, and eventually add things to their body to give them what they need. The idea of the shadow craft ability was not so much power, but utility. The more powerful abilities took up more power and effort, but did not last any longer than the weaker abilities.
The crafted eyes/ears, however, I do like. They fit the concept of a guard perfectly. If you were wanting to keep this class centered on the "night watch" angle, you could incorporate the crafting of shadow doors, locks, etc. Things that a watchman could use to further reinforce his position or better defend his charge. That way your Shadow Knight KNOWS when someone breaks in, because of his innate connection to the door they just kicked in or the lock they just picked.
Another idea might be a "Shadow window/arrow slit." Something the knight could manifest on a solid wall to provide an temporary opening. Perhaps only allowing for sight/projectiles to pass through.
Great ideas really, I may consider adding them in, but I think we have a miss communication. I am not talking about a guard as the role of a sentry. These guards come from huge cities where there is inside patrol guard sentries, thus why they have needed maneuverability. Also I think I need to stress more the concept of the wandering shadow knight, which goes out into the world to try and purify the the plain of shadows. Unless they are a city oriented campaign then that is what a player character is going to be.
Making such changes to the Shadow Knight would drastically change the purpose of the class, making it more akin to a specialized body guard or honor guard. Also, taking the class in this direction would justify the use of heavy armors/shields, their range of useable weapons, and the various boosts to their AC.
At the same time, however, I'd suggest swapping...
This class is mostly my personal exstention of the shadow smith class. The AC abilities were basically taken from that class. While I did dip into another shadow PrC in the races of destiny to get the bonded weapon idea as well as the shadow points idea, and I just took it to the next step with the armor. It appears that the nature of the shadow planes allows for a connection to a held item, however weird that may be.
I don't have a lot of time so I will make more detailed comments later on.

Kurocyn |

Clerics without deities? o.O? That's a new one on me.
Yes it is a standard PHB cleric rule. In a lot of games I play, the players take advantage of it.
I can't say I've ever heard of this before. It's in the PHB? Mind referencing it for me?
Amount really isn't an issue any more. I am simply making up for the 2-3 dozen splat books out there adding to cleric spell list, that they all know, automatically.
I don't see the need for your class to be overdone just to make up for splat books. If you want to add more to the class, generate feats that augment the Shadow Knight's abilities.
As of level 12 1/2 a shadow knight could effectively become an outsider of the shadow plane...
Even so, this doesn't explain why they develope natural weapons/wings or the skill to use them. Becoming an outsider of the shadow plane, IMO, would involve much more stealth than combat ability. Perhaps even some minor negative energy or cold based abilities as these are traits/aspects commonly associated with darkness/shadows.
Great ideas really, I may consider adding them in, but I think we have a miss communication...
It was just a possibility. But I will agree there is some miscommunication. Your description of the class and how they would act/what they do lends itself more to a character concept, not a class design.
If you base your classes abilities around a character idea and not a role/purpose, every Shadow Knight in exsistance will just be a clone of the others with no individualism. Look at any of the base classes, none of their class abilities/features force them into playing the class a particular way. There is more than enough room to make them whatever a player wants them to be.
This class is mostly my personal exstention of the shadow smith class...
This alone warrants your class to be made a presiege class. And from the looks of it, you've tried to generate a base class out of the best parts of multiple prestiege classes.
I just took a look at the Umbral Blade (Races of Destiny). An interesting class and its influence is more than obvious in your Shadow Knight. Where is the Shadow Smith located? I couldn't even find it referenced on the WotC class database.
Now seeing the starting point of your class, I've some more suggestions. (Out of thread-length decency, I'll spoiler it)
Second, I highly suggest simplifying your version of Shadow points so that it is the same as the Umbral Blade's. The mechanic stated there is easy to understand and to work with. If you feel more points are required, then simply have a chosen ability modifer add extra points at lv 1.
If your goal is a well-balanced mix between the Shadow Smith and the Umbral Blade, then I will again suggest lowering the raw combat ability. Lower the BAB and shift the saves a little.
I don't know what all the Shadow Smith is capable of, but from what you've mentioned, the Shadow Knight seems like it can do more. Which, shouldn't be the case. Otherwise, why would someone ever bother taking the presiege class? The same goes for the Umbral Blade. (yes I know it has a strict race requirement, but that's not the point) If there's a base class that can outperform two presiege classes in their own fields, then there's an obvious balance issue.
Overall, I'd recommend skimming out a few of the individual abilities you want the most and give them a use p/day limit based off their class level + ability modifier. Spread them out, perhaps giving a new ability every 2 or 3 levels. For Shadow Crafting, start it at level 1 and have it require a Craft: Shadowsmithing check. Allow the knight to expend shadow points to gain bonuses to this check/lower the DC (either seems workable), and establish a simple chart to limit the number of created items and their size (I'd base it off of their class level). I would also lengthen the time it takes to make items (based of their size obviously). From there, allow them to expend shadow points to "enhance" their shadow items. I'd allow the class access to all simple and martial weapons, up to medium armors, up to large shields, and any weapon/armor they create via shadow crafting. Finally, build all of this around an average BAB, good fort and will saves, poor ref save, a D8 hit die, 6x4 skill points, and an average list of skills...
To expand on all of this, you could easily create 2 or 3 5 level prestiege classes aimed around sperate aspects of the Shadow Knight. One for crafting, one for combat, one for defense, one for baking cookies, etc...
-Kurocyn

Sir Hexen Ineptus |

Clerics without deities? o.O? That's a new one on me.
I can't say I've ever heard of this before. It's in the PHB? Mind referencing it for me?
Deity, Domains, and Domain Spells
A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
http://www.d20srd.org/srd/classes/cleric.htm
I don't see the need for your class to be overdone just to make up for splat books. If you want to add more to the class, generate feats that augment the Shadow Knight's abilities.
I view the shadow limbs as spells. What the numerus splat books have shown me is that the game is designed to handle a class having a large number of spells, this isn't game breaking unless the spell is specifically more powerful than those of the same level. So what I have done isn't outside the game mechanics really.
Even so, this doesn't explain why they develope natural weapons/wings or the skill to use them. Becoming an outsider of the shadow plane, IMO, would involve much more stealth than combat ability. Perhaps even some minor negative energy or cold based abilities as these are traits/aspects commonly associated with darkness/shadows.
At level 12 their own body has become directly tied to the plan of shadows, if not part of the plane of shadows itself. They have already mastered the normal shadow knights understanding of creating devices with shadow and now have a new direction to go in. This has given them a greater understanding of their own physiology. This, like the weapons and armor, now can modify their own body and eventually create new limbs.
The template that is offered has a great deal of stealth abilities in it, however if they don't they still have the touch of shadow and armor of shadow abilities. The cold or negative abilities is not what this class was based on; the plan of shadow is for the most part neutral in nature with areas of negativity/undead that casters draw upon (as stated in the tomb of magic). A PrC for a shadow knight that draws on these aspects maybe in order.When the shadow plane is not being drawn from these sections it seems to have the aspects of being able to meld with metal, and shape the shadows themselves.
It was just a possibility. But I will agree there is some miscommunication. Your description of the class and how they would act/what they do lends itself more to a character concept, not a class design.If you base your classes abilities around a character idea and not a role/purpose, every Shadow Knight in exsistance will just be a clone of the others with no individualism. Look at any of the base classes, none of their class abilities/features force them into playing the class a particular way. There is more than enough room to make them whatever a player wants them to be.
This alone warrants your class to be made...
I make no arguments that if I were to summit this to WotC or Paizo that they would want it to be a PrC, but this was stated to be a custom base class in the last posting. I did make the class support the shield and two weapon fighting style, but in the end all I did was even it out with the rest of the fighting styles. You still could go power attack monkey, leap attack, shock trooper, combat brute, or a trick monkey, with disarm, grapple, and sunder.
Personally I don't see it as being mechanically too unlike in specialization, or lack of options, than a barbarian or a shadow mage. But in the end, I end up falling back to my roots with rifts where you played a roll not a class.
P.S. You were talking about fighter builds. I am going to be adding a training time for all shadow knights. This will be something along 1D3+3 years of pure training. That with this rule.....
Multi Classing with Shadow Knight: A shadow knight can not multi class into any other class or prestige class. If she does multi class, she loses all her supernatural abilities, including shadow crafting, and even the Inner Shadow ability is lost, but excluding the battle fortitude ability. She only retain their armor, shield, and weapon feats (excluding Inner Shadow), 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 sun, she loses all their special class abilities excluding the battle fortitude ability.[/quote}
Should squash most problems. If the GM doesn't want a multi classing with this class, it won't be able to happen.

Sir Hexen Ineptus |

I am reposting here with the corrections I was supposed to make.
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Shadow Knight
Shadow Knights are warriors who attain their abilities and power by melding with the plane of shadows. As they progress they gain special connection to their favorite sword, and eventfully their armor and a shield. This bond is expanded on with training to grant a few abilities. Their connection to the shadows gives them natural sneaking and attack avoidance abilities as the progress in experance. Their connection to the shadows gets to such a level that they learn to with training in the proper craft skills, to manifest shadow objects which by them self are not too powerful, but still useful. As their physical connection to the plane of shadows increases they learn to enhance their body using these same skills, and eventually create entire limbs of shadows.
Originally, the tradition started from shadow sentries. They were specially altered guards that were placed at an entrance to the shadow plane to help guard a city from intruders from the shadow plane. After the incorporation of the shadow smith abilities into their training their duties were expanded to then night guards of the larger city, and they became the shadow guard, being the night sentries for the entire city. As their abilities became stronger their duties included not only the night watch but the standard specialized warriors. As this progression of duties occurred they developed an organization of their own to teach and coordinate the shadow knights. While the class did start out as a sentry it did not get most of it's unique abilities till they reached the night patrol. They still had the occasional sentry duties, and a few traits from that roll have been maintained, but with the integration of the shadow smith training, and the duities of a full warrior they decided to focus on versatility to make up for their weeker bodies.
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 spread 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 knights.
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, in time 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 ability to meld with armor also makes it so that they are not limited by what protects them, this is helpful in general, and also assists in the ability to fight with two weapon fighting as well as keeps them able to sneak, or if they want, to focus on having an increadible defensive abilities. However their role is up to however they wish to train.
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 shadow knight crew for a city all shadow knights start out as lawful. Later on, they have been known to drift.
Age: Same as Paladin.
Training Shadow Knights specifically require special training and rituals that only a lawful Shadow Knight can perform. Starting to gain levels in shadow knight first requires 1D3+3 years of training. 1st level character have this already included in their starting age. A shadow knight that was once another class before completing training must still be lawful.
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): Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Swim (Str), and Tumble (Dex).
Base Attack Bonus: Full
Fort Save: Intermediate (Poor but +1 at level 1, 10, and 19)
Ref Save: Good
Will Save: Poor
Level BAB Fort Ref Will Special ----------> Shadow Points
1 1 1 2 0 Bonded Weapon
2 2 1 3 0
3 3 2 3 1 Inner Shadow
4 4 2 4 1
5 5 2 4 1
6 6 3 5 2
7 7 3 5 2 Bonded Shadow Shell
8 8 3 6 2
9 9 4 6 3
10 10 5 7 3
11 11 5 7 3
12 12 6 8 4 Planer Meld
13 13 6 8 4
14 14 6 9 4 Bonded Shadow Shell Increases
15 15 7 9 5 Planer Shift
16 16 7 10 5
17 17 7 10 5
18 18 8 11 6 Planer Meld, Dark Creature Template
19 19 9 11 6 Planer Shift
20 20 9 12 6
Shadow Knight Ability- Brief Descrition - Duration - Shadow Point Cost (To bring perspective to the amount of abilities that cost shadow points and how much.)
---Shadow Charge: 1D6 - 1 round - 3
---Manipulate Bonded Weapon Size - 5 rounds +5 round/3 levels - 4/6
2nd Level\
---Touch of Shadows - 1 minute/2 class levels - 2
---Shroud of Shadow - 1 minute/2 class levels - 2
5th Level\
---Armor of Shadows +1 - 10 minutes - 3
---Shadow Charge: 2D6, +1 hit - 1 round - 6
6th Level\
---Shadow Craft: 2 nomral non-magical items - 30 minutes/level - 1 per lbs
7th Level\
---Touch of Shadow: + Trackless - 1 minute/2 class levels - 2
8th Level\
---Shadow Craft: Enhacnment (DC20+1 per enancment) - 30 minutes/level - 1 per lbs
9th Level\
---Shadow Craft: Quickened - 30 minutes/level - 1 per lbs
---Shadow Charge: 3D6, +1 hit - 1 round - 9
10th Level\
---Armor of Shadows +3 - 10 minutes - 3
11th Level\
---Armor of Shadows: Quickened - 10 minutes - 3
12th Level\
---Shadow Craft: Light & Medium Armor: Improved Shadow: Light - 30 minutes/level - 1 per lbs
13th Level\
---Shadow Charge: 4D6, +1 hit - 1 round - 12
---(sp) Shadow Craft: Lesser Shadow Limbs (Craft DCs required; no more than 2 at a time) - 1 round/+1/3 levels - 4
------Breaf Descriptions:
------Balanced Phantom Strike: (Black Smith, DC 28) Reduce Two Weapon fighting minuses, or whielding a weapon one size larger. Bonus to balance checks.
------Shadow Might: [Sacred], (Weapon, DC 31) +2 Strength
------Shadow Agility: [Sacred], (Weapon, DC 31) +2 Dexterity
------Shadow Fortification: [Sacred], (Armor, DC 31) +2 Constitution, with temporary hit points.
------Shadow Sight: (Armor, DC 32) +/15ft to the range of darkvision, and +15ft to blind sense abilities. This does not grant blind sense.
------Shadow Claws: (Weapon, DC 33) This grants a set of natural weapon claws 1D6 slashing and pircing damage for a medium size humanoid.
------Shadow Fangs: (Weapon, DC 33) This grants a set of natural weapon fangs on each head that deal 1D8 piercing, slashing, or blugoning damage for a medium size humanoid.
------Shadow Spikes: (Weapon, DC 33) Spikes in ever way act as armor spikes, except they are treated as one size larger. Increase the weapon damage of their tail or a phantom tail.
------Shadow Scales: (Armor, DC 33) Innate Natural Armor temporarily increases by 2.
------Shadow Propulsion: (Armor or Weapon, DC 37) She gains a bonuses to all movement, and a bonus to jumps and tumble checks.
------Shadow Aura: (Armor, DC 38) Deflection +2 bonus to AC
14th Level\
---Shadow Craft: Shadow Striking - 30 minutes/level - 1 per lbs
15th Level\
---Armor of Shadows +5 - 10 minutes - 3
16th Level\
---Shadow Craft: Improved Shadow Medium - 30 minutes/level - 3
17th Level\
---Shadow Blade: 5D6, +1 hit - 1 round - 15
---Shadow Craft: True Shadow Limbs (Craft DCs required) - 1 round/+1/3 levels - 4
------Breaf Descriptions
------Third Ear of the Lazy Guardian: (Weapon, DC 39) Gain ability to make listen checks while asleep.
------Third Eye of the Lazy Guardian: (Weapon, DC 41) Gain ability to make spot checks while asleep.
------Third Eye of the Attentive Guardian: [Sacred] (Weapon, DC 42) Gain Spot bonuses while activated.
------Planer Phasing: (Blacksmithing, DC 43) Gain miss chance due to a special arua 50%.
------Phantom Tail: (Armor, DC 44) Gain a temporary tail granting a secondary attack.
------Phantom Arm: (Weapon, DC 46; 1 limb each limb created) A shadow knight may sprout up to an additional pair of complete arms.
------Phantom Wings: (Armor, DC 46) A shadow knight sprouts a pair of average sized wings granting perfect maneuverability.
------Greater Phantom Wings: (Armor, DC 47; counts as 2 limbs with shadow craft, and costs 16 shadow points) A shadow knight sprouts a pair of gargantuan sized wings granting more speed but average mobility.
------Planer Embrace: (Armor and Weapon, DC 49; counts as 2 true limbs and 1 lesser limb; costs 24 shadow points to activate) [Sacred] A shadow elemental is summoned granting numerus bonuses.
Level/Shadow Points
1/8
2/10
3/12
4/14
5/16
6/18
7/20
8/22
9/24
10/26
11/28
12/30
13/32
14/34
15/36
16/38
17/40
18/43
19/46
20/49
Shadow Points: A shadow knight has a reservoir of pure shadow essence in which to power their class abilities. They Start with 4 points plus their intelligence modifier, and gain 2 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 3 points per level. For simplicity purposes the points gained by level in the class are listed in the chart above for that level.
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.
A number of abilities a shadow knight have, has the [sacred] typed bonus with them. This however this not always the case due to the shadow knight's alignment. If they are good aligned the type of bonus is sacred. If they are evil the type is actually profane. If they are neutral then they must chose if they are able to channel positive or negative energy. If they chose positive they of course gain a sacred bonus, and vic versa. Once chosen this can not be changed while they are neutral unless they shift to an evil or good alignment and then back to a neutral alignment. Only at that point they may chose again.
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 tying it 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. This effect does not include other any bonuses, reduction of minuses, to wield the weapons if they become larger than they can normally wield. However, if she spends 6 shadow points she can change weapons at the same time. This effects last 5 rounds, and adds an additional 5 rounds at level three and every two levels in this class there after. 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 has the ability to charge her bonded weapon to deal an additional 1D6 points of damage. While charged, the weapon is treated as magical for the purposes of damage reduction. Charging is a free action. You may charge up to 2 weapons at a time that that costs 3 shadow point and last 1 round, however the bonus damage does not stack with itself at this level.
At level 5 while a weapon is charged they get a +1 to hit with that bonded weapon. This bonus does not stack with itself if you charge a weapon multiple times.
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. A shadow knight may expend 3 points and add this effect to a two bonded weapons (Including a shield) at the same time, if they have spent the feat to gain an additional bonded weapon or shield. If you charge two weapons each weapon gets the +1 bonus to hit. Charging three or four weapons at the same time cost 6 shadow points, and so on.
A shadow knight may apply shadow crafting effects to her bonded weapon or shield as if she was creating a shadow crafted weapon. However if the weapon already has enhancement bonuses to hit and damage the higher enhancement bonus counts; other enhancement bonuses function normally. To do so you must first apply 1/2 the bonded weapon's weight in shadow points, then make the proper craft weapon DC. You may not apple the striking effect that your shadow craft creations have. These bonuses are counted and is restricted like a normal shadow crafting rules.
If a bonded weapon is lost, destroyed, just plane is undesirable any more, or an occasion where a connection to a new weapon is needed, 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.
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. At level 7 it distributes her weight more evenly to the point she cannot be tracked. Touch of shadow lasts for minute per 2 class levels, and costs 2 shadow points per activation. The effects can not stack with itself.
Inner Shadow: At 3rd 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.
Shroud of Shadow (Su): Starting at 4th level, a shadow knight 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 +2. She may use this ability at the cost of 2 shadow points and it's effects lasts for minute per 2 class levels.
Armor of Shadow (Su): Starting at 5th level, she can take a move action to surround herself in protecting shadows. 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 30 minutes per your class level. The duration may be extended for an hour for every shadow 2 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 (weapon smithing, 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 +2. This increases by 2, +4 total, at level 12, and an additional +1 every 4 levels there after. You can split your bonus between multiple creations; however you may only spend half of you bonuses on any single weapon or tool. You are still limited to a maximum of +5 for a single weapon or shield. For instance if you are a 16th level shadow knight, you can create a +3 bastard sword and a +1 heavy shield. These enhancements can also be applied to tools that you use but the max is still +5 (Normal magic tools or items have a cap of 15). Tools created with shadow crafting can not be made to help with shadow crafting.
To succeed at this enhanced crafting, you must make an appropriate Craft check for each item (usually weapon smithing or armor smithing) 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, and 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 lesser shadow limbs granting you temporary bonuses 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 lesser shadow limb requires the use of 4 shadow points and is a standard action. If you fail in the to meet the DC in creating a shadow limb of any type you lose the shadow points and the action used to creat it. All shadow limbs lasts only 1 round, plus 1 round per each three levels in shadow knight possessed. None of the shadow limbs, lesser or greater, can be extended for a hour for only 2 points, you would need to spend the full cost, but this is a free action. You can not create more than 2 lesser shadow limbs at a time.
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.
A number of these abilities have the sacred type; please note above in the shadow points ability listing.
At 14th level, you can apply the shadow striking ability to any magic weapon (155 ToM) 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 lesser shadow limbs at a time, or 2 lesser shadow limbs and 2 true shadow limbs or 4 lesser shdow limbs. Ether way you can not create more than 2 true shadow limbs at a time. From this point you gain an additional lesser shadow limb you can create at a time at level 21, and an additional lesser shadow limb at every 8 levels there after. She also gains an additional true shadow limb she can have active at level 25 and an additional limb every 8 levels there after.
Creating true shadow limbs costs 8 shadow points, and have the same duration as lesser shadow limbs. Creating a true shadow limb is a standard action. At this level, lesser shadow limbs can be created as a move action.
All of the shadow limbs are able to be dispelled. For this and similar purposes your caster level is equal to your class level. For other purposes lesser shadow 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. Also your casting ability is intelegence.
*Lesser Shadow Limbs*
Balanced Phantom Strike (Black Smith, DC 28)
Reduce minuses to hit by 2 for Two Weapon fighting, or wielding a weapon one size larger than your norm (not both).
Nible as a shadow (Black Smith, DC 27)
Gain a bonus to one skill, of ether Balance, Tumble, or Jump, equal to 5 +1/2 your class level. You may have multible of these limbs active but each time you take it, it must apply to a different skill.
Shadow Body: [Sacred], (Weapon, DC 31)
+2 Strength, +2 Dexterity, or +2 Constitution (with temporary hit points). This ability stacks, but with each use it caon only apply to a different ability score.
Shadow Sight: (Armor, DC 32)
+15ft to the range of darkvision and blind sense abilities. This does not grant blind sense.
Shadow Claws: (Weapon, DC 33) 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 33)
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 33)
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 are treated as one size larger and do increase the weapon damage of their tail or a phantom tail by one size category and damage is piercing and bludgeoning.
Shadow Scales: (Armor, DC 33)
A shadow knight gains a sometimes scaly looking. The scales usually look like a semi-transparent layer on their skin.
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.
Shadow Propulsion: (Armor or Weapon, DC 37)
With this ability 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.
Shadow Aura: (Armor, DC 38)
Deflection +2 bonus to AC, if she already posses a deflection bonus of +1 or greater they receive a additional Deflection +2 bonus instead. The maximum bonus is still +5.
*True Shadow Limbs*
Third Ear of the Lazy Guardian: (Weapon, DC 39)
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 41)
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 42)
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 43)
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 10% and a sight base miss chance of 10%for a total of a 20% 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 44)
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 46; 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 the missing limbs and at the cost of an lesser shadow limb.
Phantom Wings: (Armor, DC 46)
A shadow knight sprouts a pair of average sized wings granting perfect maneuverability. Your flying speed is the equal to your normal movement, including speed reductions (such as armor). 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 a lesser shadow limb, costing 5 shadow points and with a DC 38 armor craft check.
Greater Phantom Wings: (Armor, DC 47; 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). If you have wings already, such as from the normal phantom wings, your maneuverability increases back up to perfect maneuverability; if you can not use your wings due to damage or space you lose this increase to manuvability. 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 shadow limb.
Planer Embrace: (Armor and Weapon, DC 49; counts as 2 true shadow limbs and 1 lesser limb; 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, or how they want to be, 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 for damage.
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 or shield that they are proficient with. A shadow knight has one sets of armor and one shield in which she can bind them selves to. A shield is treated as both 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 increased by 2. Again, to gain these, or later, bonuses you must be proficient with the armor you are bonded to.
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 or shield's type.
If a bonded armor or shield is lost, destroyed, just plane is undesirable any more, or an occasion where a dire need of connecting to a new armor or shield is need, she may give up their bond to a armor shield 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 shield or armor gains no bonuses other than what is normally on the weapon.
You may apply shadow crafting effects to your bonded armor as if you were creating a shadow crafted armor, however if the armor is already enchanted the higher enhancement bonus AC counts; other effect and enhancements function normally. The effects applied to a bonded armor 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 special ability to a bonded light or medium armor you need only apply a +1 enhancement from your shadow crafting. This effect is applied even if the enhancements applied are canceled out by the enhancements already on the armor. These bonuses are counted and is restricted like a normal shadow crafting rules.
Planer Meld: At 12th level a shadow knight is faced with the decision on remaining of their native plane, or become one of the plane of shadow. They may at this level chose to take on the Shadow Creature Template (pg 158 ToM). If the chose to when they reach to point to obtain 13th level they must lose 6,000 experience points bringing them back to level 12. They are still level 12, but they do not have a level adjust.
Shadow Revival: A shadow knight may also at this level, once per day, expend 40 shadow points to heal 1D6 points of damage as an instant reaction to going below 0 hitpoints. This only works if they have the 40 shadow points available. This ability was mainly developed to help keep a shadow knight that gets ambushed from dying too easily
Planer Shift (Su): At 15th level, and every eight levels there after, a shadow knight gains a single lesser type shadow limb permanently active of their choice. A shadow knight my once per turn activate or 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 true 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 dispel 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. If she does multi class, she loses all her supernatural abilities, including shadow crafting, and even the Inner Shadow ability is lost, but excluding the battle fortitude ability. She only retain their armor, shield, and weapon feats (excluding Inner Shadow), 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 sun, she loses all their special class abilities excluding the battle fortitude ability.
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Martial Shield:
Battle Shield:
The shield is more elegantly crafted to be finess-able.
AC: 2
Armor Check Penalty: -3
Arcane Spell Chance Failure: 20%
One Handed Martial Weapon
Damage: 1D4
Damage Type: Bludgeoning
Special:
This weapon can utilize the weapon finesse feat allowing you to use your dexterity modifier instead of you strength modifier for your bonus to hit.
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Exotic Shield:
War Battle Shield:
This shield was made by the shadow knights to help their common tactic of two weapon fighting with a shield in one hand. This was not a difficult thing to duplicate by others so the weapon has made its way around the world. But it is not commonly used by any other class.
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 |

Even so, this doesn't explain why they develope natural weapons/wings or the skill to use them. Becoming an outsider of the shadow plane, IMO, would involve much more stealth than combat ability. Perhaps even some minor negative energy or cold based abilities as these are traits/aspects commonly associated with darkness/shadows.
You do make some points here. I am going to add some basic low-light vision and darkvision. Low-light at 1st, and darkvision at 5th. What do you think of that.

Kurocyn |

You do make some points here. I am going to add some basic low-light vision and darkvision. Low-light at 1st, and darkvision at 5th. What do you think of that.
Such abilities fit the feel of the class very well. This could be expanded further by allowing vision in magical darkness at a higher level. Just a thought.
I still have my complaints about the class though, as your repost of the class didn't seem to have any real changes aside from flavor/background.
-Kurocyn

Sir Hexen Ineptus |

Sir Hexen Ineptus wrote:You do make some points here. I am going to add some basic low-light vision and darkvision. Low-light at 1st, and darkvision at 5th. What do you think of that.Such abilities fit the feel of the class very well. This could be expanded further by allowing vision in magical darkness at a higher level. Just a thought.
I still have my complaints about the class though, as your repost of the class didn't seem to have any real changes aside from flavor/background.
-Kurocyn
OK. So do you have any complaints on any "specific" abilities that are over powered (verity of powers aside).