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Nightblade (roguish class)
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Ability Requirement: | Dexterity 15, Intelligence 11 |
| Prime Requisite: | Dexterity, Intelligence |
| Races Allowed: | Human (Khitaian, Torannian or Dardee)
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Description: The nightblades are rogue kithaians magically trained by the kithaian lords for special, covert missions. Such as
assassination, spying, infiltration, and so on...
All nightblades seen to be very skilled with stealth and assassination skills. They have a magical ability to disguise, hide in the
shadows, move in utter silence, or even turn themselves invisible. Also, almost all of them have the abilities to breed and use
poison for maximum deadly efficiency on their blows!
Normally, all nightblades are khitains who follow one of their shadow clans leader, but most stories say that some torannians
and dardees that have traveled to the distant lands of Khitai often learn the secrets of the nightblades and are accepted into their
shadow clans. However, this is very, very rare to happen.
Only rogues can take this kit. They must have also a Dexterity score of 15 or more, and an Intelligence score of 11 or more.
Not every ordinary rogue have all the atributes to be magically enchanted by the khitaian lords.
Role: The nightblades are feared among the khitaian folk, basically cause their primary intentions are murdering and poisoning
their clan`s opponents... But not all nightblades are evil. After all, there some shadow clans and his lords who actually likes to
maintain the order and upholding the good on their lands, and this clan`s nightblades will only do missions of murdering to
prevent some imminent conflict or war between the clans.
Also, nightblades doesn`t seen to have a personal life. They are always hidden, waiting for his next mission at some khitaian
village... They are always disguised, and even his words must be disguised to not let the truth appear. Normally, when a
nightblade becomes famous, he will be very likely to die suddenly, murdered by one of his brothers in arms. Cause no shadow
clan like to get his dark secrets revealed.
Roguish Abilities: The nightblades uses the Rogue Combat Value (THAC0), Saving Throws, Hit Dice (+2 beyond 10th lvl.) and
Proficience Slots (initial and progression). They are also penalized by Limited AC (maximum is Chain Mail AC 5) and Limited Weapons (they can`t wield
heavy weapons such as 2hd sword, halberd or heavy crossbow. Katanas are allowed!)
Unique Abilities: All nightblades knows the secret of backstabing and may Backstab as a Thief. They are also familiar with some Thieving Skills, at 1st level they may
distribute 30 points to their base scores (also modified by their dexterity and armor): Open Locks (5), Find/Remove Traps (5), Move Silently (15), Hide in Sahdows (10), Hear Noise (10) and
Climb Walls (55). Each time the nightblade rises a level in experience, they receive more 20 points to distribute.
A nightblade may also cast Wizard Spells using the Bard Spell Progression (see table 32 at page 42 of PH). They also use spell books like any other wizard, but they are limited to the schools
of Abjuration, Alteration (spells can only be cast on themselves), Illusion/Phantasm and Invocation/Evocation.
At 9th level, a nightblade gains the ability to Brew Poison. With the proper ingredients, available in most khitaian forests and small woods, he can brew one dose of Class L contact poison (see page 73 of the DMG) sufficient
to coat a single weapon. The nightblade requires one hour to brew the poison. It loses its potency in 24 hours.
Unique Restrictions: No nightblade may keep more treasure or magical items than he can normally carry without any aid (such like horses or mules). A nightblade must obey his shadow clan and may not reveal his true
identity to anyone outside of the clan, if a nightblade breaks this rule he will be chased by all members of his clan until he`s dead or banned of Khitai. Nightblades receive -6 reaction adjustment when dealing with any khitaian that actually knows he`s an agent of the shadow
clans.
NIGHTBLADE EXPERIENCE LEVELS
| Level |
Nightblade |
Hit Dice (d6) |
Level |
Nightblade |
Hit Dice (d6) |
| 1 |
0 |
1 |
11 |
685,000 |
10+2 |
| 2 |
1,600 |
2 |
12 |
925,000 |
10+4 |
| 3 |
3,200 |
3 |
13 |
1,265,000 |
10+6 |
| 4 |
6,400 |
4 |
14 |
1,505,000 |
10+8 |
| 5 |
13,000 |
5 |
15 |
1,745,000 |
10+10 |
| 6 |
30,000 |
6 |
16 |
1,985,000 |
10+12 |
| 7 |
62,000 |
7 |
17 |
2,220,000 |
10+14 |
| 8 |
120,000 |
8 |
18 |
2,450,000 |
10+16 |
| 9 |
200,000 |
9 |
19 |
2,680,000 |
10+18 |
| 10 |
444,000 |
10 |
20 |
2,900,000 |
10+20 |
Note: If your campaign is not centered on Khitai, perhaps its better for you to take
only the Nightblade Kit, instead of the whole class. Take a look at the
Kits
Yinai Monk (priest kit)
The Yinai Monk is a variant specialty priest of the benevolent god Akun. Though many khitaians believe that
all the monks of the Yin Mountains are alike each other, they actually have two distinct divisions: The Akunai, which
are the pure prayers of Akun (see The Holy for more details about them) and the Yinai, which blend their ancient martial
art techniques with the devotion to Akun, being not so pure as their brothers Akunai, but also totally devoted to the desires of
their god.
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Specialty priests (Yinai Monks)
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Races Allowed:
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Yinai (khitaian) only
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Requirements:
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Dexterity 12, Wisdom 9, Charisma 13
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Prime Requisites:
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Charisma, Wisdom
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Alignment:
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Any Good
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Weapons:
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Limited to Bo Stick, Club, Staff, Sling, Staff sling and Tetsubo (khitaian polearm) only
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Armor:
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None (though they may accept leather armors during times of war)
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Major spheres:
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All, Astral, Creation, Divination, Healing.
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Minor spheres:
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Animal, Plant, Protection.
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Magic Items:
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As fighter and priest
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Required proficiencies:
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None
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Bonus Proficiencies:
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Survival (Mountains)
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Special Abilities:
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- +3 reaction adjustment with non-hostile beings
- Immune to spells or spell-like powers cast by nightblades
- THAC0 as Fighter
- While using bare hand attacks against humanoid opponents, may triple the %KO chance
- While fighting at open areas, gets +2AC due to acrobatic training
- May not intentionally kill any form of life (even including insects). If they do so, they will be subject to
loose all their powers for an undetermined period of time
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