
SmiloDan RPG Superstar 2012 Top 32 |

Gloomblade
Gloomblades are to Shadowcasters what Duskblades are to Sorcerers.
BAB: +1
Good Saves: Fortitude and Will
Hit Dice: 1d10
Class Skills: Acrobatics, Climb, Craft, Fly, Intimidate, Knowledge arcana, Knowledge planes, Perception, Profession, Spellcraft, Stealth, Swim.
Skill Ranks Per Level: 2 + Int modifier.
Gloomblades are proficient in all Simple and Martial Weapons, Light and Medium Armor, and Shields (but not tower shields).
LEVEL ABILITY
1. Armored Casting (light), Fundamentals, Mysteries
2. Bonus Feat
3. Channel Mystery, Umbral Sight (lowlight vision)
4. Sustaining Shadow (eat 1 meal/week)
5. Quick Cast 1/day
6. Bonus Fundamental, Armored Casting (medium)
7. Umbral Sight (darkvision 60 feet)
8. Sustaining Shadow (sleep 1 hour/night)
9. Dark Power +2
10. Quick Cast 2/day
11. Umbral Sight (see in magical darkness)
12. Bonus Fundamental, Sustaining Shadow (50% fortification)
13. Channel Mysteries (full attack), Dark Power +4
14. Hide in Plain Sight
15. Quick Cast 3/day, Umbral Sight (blindsense 30 feet)
16. Sustaining Shadow (immune to poison and disease)
17. Dark Power +6
18. Bonus Fundamental
19. Umbral Sight (blindsight 60 feet)
20. Penetrating Critical, Quick Cast 4/day, Sustaining Shadow (no need to breath, eat, drink, or sleep)
Armored Casting (Ex). Gloomblades can cast the mysteries they know as spells while wearing light armor with no chance of arcane spell failure. At 6th level, they can cast mysteries they cast as spells in Medium Armor or when using a Heavy Shield with no chance of arcane spell failure.
Fundamentals (Su). At 1st level, Gloomblades learn 3 fundamentals, minor supernatural abilities they can use at will. At 6th level, and every 6 levels beyond 6th, they learn one additional fundamental.
Mysteries (Spell, Sp, or Su). Mysteries are magical effects similar to spells that the Gloomblade can cast. As the Gloomblade grows in power, he learns to cast more mysteries and more powerful mysteries. A Gloomblade can cast each mystery he knows a number of times per day equal to his Intelligence Bonus.
The Save DC is 10 + the mystery level + the Gloomblade's Intelligence modifier. At 1st level, the Gloomblade learns 1 first level mystery. At 2nd level, and every level thereafter, the Gloomblade learns one additional mystery. At 5th level, he can begin learning 2nd level mysteries. At 9th level, he can begin learning 3rd level mysteries. At 13th level, he can begin learning 4th level mysteries. At 17th level, he can begin learning 5th level mysteries. A Gloomblade can choose to learn a fundamental in place of a mystery if he so chooses.
Whenever a Gloomblade gains the ability to cast a higher level mystery, he also improves the lower level mysteries he knows. Lower level mysteries that he used to cast a spells he can now use as spell-like abilities. Lower level mysteries he used to cast as spell-like abilities he can now cast as supernatural abilities.
A Gloomblade must have an Intelligence score of 10 + the level of the mystery he wishes to learn. The Save DC is 10 + the mystery level + the Gloomblade's Intellegence modifier if the mystery is cast as a spell or spell-like ability. If the mystery is cast as a supernatural ability, the Save DC is 10 + 1/2 the Gloomblade's class level + his Intelligence modifier.
Bonus Feat. At 2nd level, the Gloomblade can choose a bonus feat from the following list. He must meet all the requirements of the selected feat.
Alertness, Arcane Strike, Blindfight, Combat Casting, Greater Spell Penetration, Magical Aptitude, Skill Focus, Spell Penetration, Stealthy, or any feat from pages 136-138 of the Tome of Magic.
Channel Mystery (Su). Beginning at 3rd level, the Gloomblade can use a standard action to cast any touch or ranged touch mystery he knows and deliver it through his weapon with a melee attack. Casting a mystery in this manner does not provoke attacks of opportunity. The mystery must have a casting time of 1 standard action or less. If the attack is successful, the attack deals damage normally, then the effect of the mystery is resolved.
At 13th level, the Gloomblade can cast any touch or ranged touch mystery he knows as part of a full attack action and mystery affects each target he hits melee that round. Doing so discharges the mystery at the end of the round, in the case of a mystery that would otherwise last more than 1 round.
Umbral Sight (Su). Beginning at 3rd level, the Gloomblade gains low-light vision (or superior low-light vision if he already has low-light vision). At 7th level, he gains darkvision with a range of 60 feet (or an additional 30 feet if he already has darkvision). At 11th level, the Gloomblade gains the ability to see perfectly in complete darkness, even magical darkness, out to 60 feet. At 15th level, he gains blindsense with a range of 30 feet. At 19th level, he gains blindsight with a range of 60 feet.
Sustaining Shadow (Ex). Beginning at 4th level, the Gloomblade imbues his body with shadow-stuff. He only needs to eat one meal a week. Beginning at 8th level, he only needs to sleep 1 hour per night. At 12th level, the Gloomblade has a 50% chance to ignore the extra damage from a critical hit, skirmish, sneak attack, or sudden strike damage. Beginning at 16th level, the Gloomblade is immune to all poisons and diseases. At 20th level, the Gloomblade does not need to breathe, eat, drink, or sleep.
Quick Cast (Su). Beginning at 5th level, the Gloomblade can cast 1 mystery per day as a swift action, as long as the normal casting time of the mystery is 1 standard action or less. At levels 10, 15, and 20, the Gloomblade gains additional uses of Quick Cast.
Dark Power (Ex). Beginning at 9th level, the Gloomblade can more easily overcome the Spell Resistance of any opponent he wounds in melee combat. If the Gloomblade injures an opponent in melee combat, for the rest of the encounter he gains a +2 bonus on Caster Level Checks to overcome the opponent's Spell Resistance. This increases to +4 at 13th level and +6 at 17th level.
Hide in Plain Sight (Ex). Beginning at 14th level, the Gloomblade can use the Stealth skill to hide, even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect).
Penetrating Critical (Ex). Beginning at 20th level, if the Gloomblade scores a critical hit on an opponent while channeling a mystery, he automatically overcomes the opponent's Spell Resistance (if any). The Gloomblade also adds half his class level to save DC, if any, of the channeled mystery.
Fundamentals:
Arrow of Dusk (deal 2d4 non-lethal/x3)
Black Candle (use darkness/light)
Caul of Shadow (gain +1 deflection bonus to AC, +1 per 6 levels)
Mystic Reflections (detect magic)
Shadow Hood (subject takes -1 penalty to attack rolls and Dex checks)
Sight Obscured (+5 on Sleight of Hand and Stealth checks)
Umbral Hand (stronger mage hand)
Widened Eyes (gain low-light vision)
Mysteries:
First Level:
Carpet of Shadow (create difficult terrain)
Fall of Night (blur + feather fall for 1 rd/level, cast as immediate action)
Grim Mask (Cause Fear + Disguise Self)
Life Fades (1d6 non-lethal damage per level + fatigued)
Mesmerizing Shade (daze subject 1 round or -1 to attacks, checks, saves)
Piercing Sight (gain darkvision and see invisiblity)
Shadow Skin (gain DR for 1 round as immediate action)
Shadowy Stride (Sanctuary + Pass without Trace)
Steel Shadows (+3 armor and +3 shield bonus)
Second Level:
Chilling Caul (opponent takes 1d6 cold damage and suffers 20% miss chance for 1 round/level)
Dancing Shadows (you grant subjects concealment)
Flesh Fails (opponent suffers 4 Str dmg, 4 Dex dmg, or 2 Con dmg)
Flicker (short distance teleports as immediate actions)
Sharp Shadows (foes striking you take piercing damage)
Swift Shadow Step (gain +10 speed per level and 50% chance for 1 round as swift action)
Tangled Shadows (opponent takes half the damage you suffer for 1 round per level)
Umbral Touch (deal damage and slow opponents with a touch)
Wraithstrike (melee attacks resolved as touch attacks for 1 round as swift action)
Third Level:
Aura of Shade (gain cold resistance and cause cold damage)
Bolster (gain 5 temporary hit points per level)
Crows Cloak (Fly and gain blinding touch attack for 1 minute/level)
Curtain of Shadow (blocks line of sight and causes cold damage)
Darken Magic (Dispel Magic by touch and deal 2 hps/dispelled spell level)
Shadow Investiture (gain cold resistance 15, evasion, see in darkness)
Shadow Vision (opponent is penalized on most actions and has 50% miss chance)
Step Into Shadows (Dimension Door)
Vampiric Touch (steal opponent's health)
Fourth Level:
Chilling Tentacles (black tentacles grapple and area causes cold damage)
Devour Magic (dispel magic by touch and gain 5 hit points per spell level dispelled)
Greater Chilling Caul (opponent takes 2d6 cold damage and is blinded for 1 round per level)
Greater Life Fades (deal 1d6 non-lethal dmg/level plus exhaustion)
Prison of Night (entrap subject in shadowy prison that deals Con dmg on failed escape attempt)
Unveil (remove negative conditions)
Voyage into Shadow (shadow walk)
Wraithfist (deal 1 temporary negative level per round as melee touch attack)
Fifth Level:
Consume Essence (slay creature and instantly animate it as dark creature under your control)
Dark Discorporation (transform into shadowy, flying swarm)
Greater Flesh Fails (many suffer Str 6, Dex 6, or Con 4 damage)
Shadow Time (act freely for 1d4+4 rounds)
Tomb of Night (entrap subject in shadowy prision that deals negative level on failed escape attempt)
Umbral Body (become incorporeal)