Shadowwyrm Adept


3.5/d20/OGL

RPG Superstar 2012 Top 32

The Shadowwyrm Adept infuses energy from the plane of shadow into your draconic heritage.

Shadowwyrm Adept

Requirements:
Draconic Aura +2
Breath Weapon 3d6
Ability to cast 2nd level Mysteries
Hide 12 ranks

Class Features:
BAB: + 1/2
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills:
Concentration, Craft, Hide, Intimidate, Knowledge arcana, Knowledge the planes, Move Silently, Profession, Spellcraft.

Skill Points per Level: 2 + Int modifier.

Shadowwyrm Adepts gain no new weapon or armor proficiencies.

LEVEL ABILITY
1. Blackened Breath, +1 level of mysteries
2. Breath Weapon +1d6, +1 level of mysteries
3. Beshadowed Breath, +1 level of mysteries
4. Breath Weapon +2d6, +1 level of mysteries
5. Draconic Aura +1, Fearsome Breath, +1 level of mysteries
6. Breath Weapon +3d6, +1 level of mysteries
7. Immobilizing Breath, +1 level of mysteries
8. Breath Weapon +4d6, +1 level of mysteries
9. Enervating Breath, +1 level of mysteries
10. Draconic Aura +2, Breath Weapon +5d6, +1 level of mysteries

At 1st level, and every level thereafter, the shadowwyrm adept increases her ability to cast mysteries, as if she gained another level in shadowcaster. She does not gain any benefits of the shadowcaster class, such as sustaining shadow.

Blackened Breath (Su). At 1st level, half of the damage caused by your breath weapon is converted to an untyped shadow energy damage; the other half of your breath weapon damage remains its original energy type.

Breath Weapon (Su). At 2nd level, and every 2 levels thereafter, the damage of your breath weapon increases by 1d6. Shadowwyrm Adept levels stack with Dragon Shaman levels for the purposes of determining the Save DC of your breath weapon.

Beshadowed Breath (Su). At 3rd level, you can choose to activate the Beshadowed Breath when you use your breath weapon. Any creature that takes damage from your breath weapon must make a Fortitude save (with a DC equal to your breath weapon's DC) or be blinded for 1 round per die of damage your breath weapon causes. Using Beshadowed Breath increases the recovery time between uses of your breath weapon by 1 round.

Draconic Aura (Su). At 5th level, and again at 10th level, the bonus provided by your Draconic Aura increases by +1.

Fearsome Breath (Su). At 5th level, you can choose to activate the Fearsome Breath when you use your breath weapon. Any creature that takes damage from your breath weapon must make a Will save (with a DC equal to your breath weapon) or be frightened for 1 round per die of damage your breath weapon causes. Using Fearsome Breath increases the recovery time between uses of your breath weapon by 2 rounds.

Immobilizing Breath (Su). At 7th level, you can choose to activate the Immobilizing Breath when you use your breath weapon. Any creature that takes damage from your breath weapon must make a second Reflex save (with a DC equal to your breath weapon) or be immobilized for 1 round per die of damage your breath weapon causes. Using Immobilizing Breath increases the recovery time between uses of your breath weapon by 3 rounds.

Enervating Breath (Su). At 9th level, you can choose to activate the Enervating Breath when you use your breath weapon. Any creature that takes damage from your breath weapon gains 2 negative levels for a number of minutes equal to the number of damage dice your breath weapon has. Using Enervating Breath increases the recovery time between uses of your breath weapon by 4 rounds.

RPG Superstar 2012 Top 32

Are the different breath effects level appropriate? Or should they be switched around a bit? I'm mostly concerned about Beshadowed Breath, Fearsome Breath, and Immobilizing Breath.


Maybe you should switch beshadowed and frightning


Looks nice, will be back later to read it properly.

RPG Superstar 2012 Top 32

Sir Hexen Ineptus wrote:
Looks nice, will be back later to read it properly.

Thanks, I'm working on an NPC dark flind gnoll black dragon shaman 6/shadowcaster 3/shadowwyrm adept 10. His role is to buff a bunch of dark gnoll barbarians, provide some occasional fire support, and hinder the PCs. There will also be some kind of dark ghouls involved (maybe ninja!) and a homebrew Large spined gnoll barbarian/war hulk.

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