Post by dodrudon on Aug 25, 2007 8:21:51 GMT
The Blackrobes are among the most fearsome warriors around. Just a few can turn the tide of a battle, and thus a war. Shrouded in darkness, they descend upon their foes with silent, agile strikes of the blade. Rumors also tell of deadly spells, but of course, none have survived to confirm such theories.
Requirements by Level 25
10 levels Wizard or Sorcerer
10 levels Shadowdancer
Greater Spell Focus: Illusion
Dirty Fighting
Upon gaining Blackrobe status, the character gains True Seeing.
Using Dirty Fighting removes all Blindness, Deafness, and Spell Failure effects from the character, as well as making them immune to each for two rounds.
The Blackrobes combine the powers of shadow and arcane magic to battle their enemies.
A Blackrobe does not gain the benefits of the Shadowdancer's Shadow Evade ability, except for the additional attack at level 50. All other benefits remain intact. Also, the BR gets to add a fifth of their Wizard or Sorcerer levels towards Shadowdancer levels for the purposes of Shadowdancer abilities.
All their spells do either magic or negative damage, which can be switched between with a toggle (for example, Magic Missile can be set to do magic damage, or negative damage). Spells use Dexterity to determine their DC. The following spells use Blackrobe level (BRL) to calculate their effect, while all other spells follow normal progression:
Level 1 Spells[/b]
Magic Missile - At BRL 50, each missile has a chance to Blind the enemy if damage is set to negative, or to Deafen the enemy, if damage is set to magic.
Negative Energy Ray
Ray of Enfeeblement
Scare - level cap removed
Level 2[/b]
Blindness/Deafness
Darkness - Uses Illusion Spell Foci to determine DC. Creatures with Ultravision or True Seeing are unaffected by this spell. Otherwise, those who fail a Will save are blinded, those who fail a Fort save are deafened, and those who fail a Reflex save are slowed.
Death Armor - An additional +1/2 BRL damage. Duration increased to 1 turn/level. Gives 1% negative immunity per BRL (stacks with other sources, including Shadow Shield).
Ghoul Touch
Ultravision - Grants True Seeing at BRL 40.
Level 3[/b]
Displacement - Adds a stacking +1% conceal per 6 BRL.
Negative Energy Burst
Slow
Vampiric Touch - Cannot be switched to magical damage.
Level 4[/b]
Bestow Curse - Becomes small AOE with Legendary Spell Focus: Illusion.
Confusion
Contagion
Enervation
Evard's Black Tentacles - AB bonus of +1/6 BRL.
Fear
Improved Invisibility
ILMS - Damage increases to 3d6 per missile at BRL 50, +1 damage per BRL above 55.
Phantasmal Killer - A failed will save blinds and damages the enemy, a failed fort save deafens the enemy and damages them a second time.
Shadow Conjuration (Darkness, Invisibility, Mage Armor, Magic Missile, Summon Shadow) - Casts the spells with BRL as casterlevel (for Invisibility and Mage Armor, not otherwise BR spells), and with a spell level 4 DC (for Darkness and Magic Missile).
Level 5[/b]
Cloudkill - In addition to damage, those who fail a Fort save are diseased, those who fail a Reflex save are slowed, and those who fail a Will save are drained BRL/10 levels.
Greater Shadow Conjuration (Summon Shadow, Melf's Acid Arrow, Ghostly Visage, Web, Minor Globe of Invulnerability) - All spells use BRL for casterlevel. At BRL 45, Ghostly Visage protects against Issac's Greater Missile Storm.
Mind Fog
Level 6[/b]
Shades (Cone of Cold, Fireball, Stoneskin, Wall of Fire, Summon Shadow) - All spells use BRL for casterlevel.
Tenser's Transformation - At BRL 55, the duration triples to 3 rounds/BRL.
True Seeing - Grants Blindfight at BRL 40.
Level 7[/b]
Bigby's Grasping Hand - Blinds target as well.
Finger of Death - On a failed fort save, target becomes stunned.
Power Word: Stun
Shadow Shield - At BRL 50, protects from Mind Spells as well.
Level 8[/b]
Bigby's Clenched Fist - Each round, along with the damage, if the target fails a Reflex save, they are also slowed.
Horrid Wilting - On a failed Will save, the creature is diseased.
Mass Blindness/Deafness
Mass Charm
Level 9[/b]
Bigby's Crushing Hand - Each round, along with the damage, if the target fails a Reflex save, they are knocked down for a single round. (perhaps add a DC penalty if unbalanced)
Black Blade of Disaster - Summons a blade directly from the negative plane, with AB equal to 3/2 BRL. The blade has 30*BRL HP, is not invincible, has a DC14 on-hit Death attack, and an on-hit effect that drains 2d6 levels on a failed save vs a DC of BRL-5.
Energy Drain
Power Word: Kill - Instead of its usual effects, the target is stripped of Blindfight. If the target fails a Will save, they are stripped of True Seeing and See Invisibility as well.
Wail of the Banshee - On a failed Fort save, Bestow Curse is cast on the enemy (with a second DC and SR check) instead of the usual death effect. On a failed Reflex save, the enemy has negative and magic immunity lowered by 5% (stacks).
Weird - Does not gain the +7 DC bonus. Instead of the normal effect, this spell causes two saves. On a failed Fort save, enemies are slowed. On a failed Will save, enemies are feared.
Requirements by Level 25
10 levels Wizard or Sorcerer
10 levels Shadowdancer
Greater Spell Focus: Illusion
Dirty Fighting
Upon gaining Blackrobe status, the character gains True Seeing.
Using Dirty Fighting removes all Blindness, Deafness, and Spell Failure effects from the character, as well as making them immune to each for two rounds.
The Blackrobes combine the powers of shadow and arcane magic to battle their enemies.
A Blackrobe does not gain the benefits of the Shadowdancer's Shadow Evade ability, except for the additional attack at level 50. All other benefits remain intact. Also, the BR gets to add a fifth of their Wizard or Sorcerer levels towards Shadowdancer levels for the purposes of Shadowdancer abilities.
All their spells do either magic or negative damage, which can be switched between with a toggle (for example, Magic Missile can be set to do magic damage, or negative damage). Spells use Dexterity to determine their DC. The following spells use Blackrobe level (BRL) to calculate their effect, while all other spells follow normal progression:
Level 1 Spells[/b]
Magic Missile - At BRL 50, each missile has a chance to Blind the enemy if damage is set to negative, or to Deafen the enemy, if damage is set to magic.
Negative Energy Ray
Ray of Enfeeblement
Scare - level cap removed
Level 2[/b]
Blindness/Deafness
Darkness - Uses Illusion Spell Foci to determine DC. Creatures with Ultravision or True Seeing are unaffected by this spell. Otherwise, those who fail a Will save are blinded, those who fail a Fort save are deafened, and those who fail a Reflex save are slowed.
Death Armor - An additional +1/2 BRL damage. Duration increased to 1 turn/level. Gives 1% negative immunity per BRL (stacks with other sources, including Shadow Shield).
Ghoul Touch
Ultravision - Grants True Seeing at BRL 40.
Level 3[/b]
Displacement - Adds a stacking +1% conceal per 6 BRL.
Negative Energy Burst
Slow
Vampiric Touch - Cannot be switched to magical damage.
Level 4[/b]
Bestow Curse - Becomes small AOE with Legendary Spell Focus: Illusion.
Confusion
Contagion
Enervation
Evard's Black Tentacles - AB bonus of +1/6 BRL.
Fear
Improved Invisibility
ILMS - Damage increases to 3d6 per missile at BRL 50, +1 damage per BRL above 55.
Phantasmal Killer - A failed will save blinds and damages the enemy, a failed fort save deafens the enemy and damages them a second time.
Shadow Conjuration (Darkness, Invisibility, Mage Armor, Magic Missile, Summon Shadow) - Casts the spells with BRL as casterlevel (for Invisibility and Mage Armor, not otherwise BR spells), and with a spell level 4 DC (for Darkness and Magic Missile).
Level 5[/b]
Cloudkill - In addition to damage, those who fail a Fort save are diseased, those who fail a Reflex save are slowed, and those who fail a Will save are drained BRL/10 levels.
Greater Shadow Conjuration (Summon Shadow, Melf's Acid Arrow, Ghostly Visage, Web, Minor Globe of Invulnerability) - All spells use BRL for casterlevel. At BRL 45, Ghostly Visage protects against Issac's Greater Missile Storm.
Mind Fog
Level 6[/b]
Shades (Cone of Cold, Fireball, Stoneskin, Wall of Fire, Summon Shadow) - All spells use BRL for casterlevel.
Tenser's Transformation - At BRL 55, the duration triples to 3 rounds/BRL.
True Seeing - Grants Blindfight at BRL 40.
Level 7[/b]
Bigby's Grasping Hand - Blinds target as well.
Finger of Death - On a failed fort save, target becomes stunned.
Power Word: Stun
Shadow Shield - At BRL 50, protects from Mind Spells as well.
Level 8[/b]
Bigby's Clenched Fist - Each round, along with the damage, if the target fails a Reflex save, they are also slowed.
Horrid Wilting - On a failed Will save, the creature is diseased.
Mass Blindness/Deafness
Mass Charm
Level 9[/b]
Bigby's Crushing Hand - Each round, along with the damage, if the target fails a Reflex save, they are knocked down for a single round. (perhaps add a DC penalty if unbalanced)
Black Blade of Disaster - Summons a blade directly from the negative plane, with AB equal to 3/2 BRL. The blade has 30*BRL HP, is not invincible, has a DC14 on-hit Death attack, and an on-hit effect that drains 2d6 levels on a failed save vs a DC of BRL-5.
Energy Drain
Power Word: Kill - Instead of its usual effects, the target is stripped of Blindfight. If the target fails a Will save, they are stripped of True Seeing and See Invisibility as well.
Wail of the Banshee - On a failed Fort save, Bestow Curse is cast on the enemy (with a second DC and SR check) instead of the usual death effect. On a failed Reflex save, the enemy has negative and magic immunity lowered by 5% (stacks).
Weird - Does not gain the +7 DC bonus. Instead of the normal effect, this spell causes two saves. On a failed Fort save, enemies are slowed. On a failed Will save, enemies are feared.