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Cards77
Senior Scribe

USA
714 Posts

Posted - 07 Mar 2020 :  17:00:18  Show Profile Send Cards77 a Private Message  Reply with Quote  Delete Topic
Have you run this dungeon in your campaign?

Did you make your own or use a premade?

If so what did you use?

My group is close to the location, and have just uncovered the Fey'ri, so I was thinking to run this but I do not know that I have time to create it, or do it justice.

Looking for something that could possibly fit.

Thank you

ericlboyd
Forgotten Realms Designer

USA
1744 Posts

Posted - 07 Mar 2020 :  17:02:30  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
Im working on it but just starting my writeup. Sorry.

Eric

--
http://www.ericlboyd.com/dnd/
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Copper Elven Vampire
Master of Realmslore

1017 Posts

Posted - 07 Mar 2020 :  17:26:39  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
There is a 3.5 ED Dungeon-crawl about Hellgate Keep. It delves into The Nameless Dungeon a small bit if your DM lets it happen. Fey'ri, demons of all kinds. Kanyrr Vhok, the Cambion Lord, etc...

It was a pretty cool adventure for a group of 4 or 5 players.

In 1374 DR the Fey'ri escaped from under the Nameless Dungeon into ancient sun elf realm of Siluvanede and sought to take control of their "birthright".

Great Module.
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Cards77
Senior Scribe

USA
714 Posts

Posted - 07 Mar 2020 :  17:30:01  Show Profile Send Cards77 a Private Message  Reply with Quote
quote:
Originally posted by Copper Elven Vampire

There is a 3.5 ED Dungeon-crawl about Hellgate Keep. It delves into The Nameless Dungeon a small bit if your DM lets it happen. Fey'ri, demons of all kinds. Kanyrr Vhok, the Cambion Lord, etc...

It was a pretty cool adventure for a group of 4 or 5 players.

In 1374 DR the Fey'ri escaped from under the Nameless Dungeon into ancient sun elf realm of Siluvanede and sought to take control of their "birthright".

Great Module.



We just ran the old 2nd edition Hellgate Keep and discovered the Fey'ri.

I also placed my own designed "Crypt of the Black Hand" far beneath it and we completed that too.


My ideas are currently exhausted!
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Copper Elven Vampire
Master of Realmslore

1017 Posts

Posted - 08 Mar 2020 :  06:41:28  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
quote:
Originally posted by Cards77

quote:
Originally posted by Copper Elven Vampire

There is a 3.5 ED Dungeon-crawl about Hellgate Keep. It delves into The Nameless Dungeon a small bit if your DM lets it happen. Fey'ri, demons of all kinds. Kanyrr Vhok, the Cambion Lord, etc...

It was a pretty cool adventure for a group of 4 or 5 players.

In 1374 DR the Fey'ri escaped from under the Nameless Dungeon into ancient sun elf realm of Siluvanede and sought to take control of their "birthright".

Great Module.



We just ran the old 2nd edition Hellgate Keep and discovered the Fey'ri.

I also placed my own designed "Crypt of the Black Hand" far beneath it and we completed that too.


My ideas are currently exhausted!




House Dlardrageth should be the main bad guy in the Hellgate Keep area. The Daemonfey have a strong base at Elvenport, and another at Darmaerth.

Werewolves of Malar prowling the ruins of the High Forest in hunting packs of terror and frenzy.

Or head to The Dire Wood and take on a Vampire Lord. Seek out the help of the Mistmaster of the Citadel of the Mists. Or perhaps you stumble upon Kerymnaar, the ruined elven city still mostly intact, yet abandoned.

Do you have an elf in your party? If so, then maybe a elven encounter near Glaurachyndaar, or Reitheillaethor.

Possibly the Fey ensnare your party into the Feywild, maybe you venture onto a Crossroad, or a Fey-Mound near The Star Mounts. Maybe a chance encounter with the two powerful fey lords of the High Forest.

Aeilawyn of The Sorrowwood: CN Dryad Queen female of The Sorrowwood. CR 22; Sorcerer 10/ Feymage 10. Champion of the Sorrowwood Fey mounds and gate keeper of The Crossroad to The Laughing Hollow.

Fostafillathill Autumnoak: CN LeShay Duke male of Starshadow Tower. CR 25; Swashbuckler 10/ Beguiler 5/ Dervish 10. Master of Starshadow Tower. Fey Lord of the southern High Forest.

Dolledrax Darkdagger: CN Quickling male of Evermeet, (Formally of The Autumn Court). CR 20; Rogue 5/ Sorcerer 5/ Daggerspell-Mage 10. Liaison of The Seelie Court. Lord of Quicklaugh tower in the Fey glade of Shartilyeron (due north of Starshadow tower) in The High Forest.

Helinathra of Shilrua: CG Nymph Queen female of Shilrua. CR 25; Cleric 10/ Mystic Wanderer 10/ Divine emissary 5 of Oberon. The Bane of adventurers. Mistress of mirth. Ruler of Shadowtop Cathedral. Having displaced the druids of the Emerald Enclave, and fortified a base of fey creatures in the Shadowtop region. She is friendly to the elves alone.




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Cards77
Senior Scribe

USA
714 Posts

Posted - 08 Mar 2020 :  22:33:51  Show Profile Send Cards77 a Private Message  Reply with Quote
quote:
Originally posted by Copper Elven Vampire

quote:
Originally posted by Cards77

quote:
Originally posted by Copper Elven Vampire

There is a 3.5 ED Dungeon-crawl about Hellgate Keep. It delves into The Nameless Dungeon a small bit if your DM lets it happen. Fey'ri, demons of all kinds. Kanyrr Vhok, the Cambion Lord, etc...

It was a pretty cool adventure for a group of 4 or 5 players.

In 1374 DR the Fey'ri escaped from under the Nameless Dungeon into ancient sun elf realm of Siluvanede and sought to take control of their "birthright".

Great Module.



We just ran the old 2nd edition Hellgate Keep and discovered the Fey'ri.

I also placed my own designed "Crypt of the Black Hand" far beneath it and we completed that too.


My ideas are currently exhausted!




House Dlardrageth should be the main bad guy in the Hellgate Keep area. The Daemonfey have a strong base at Elvenport, and another at Darmaerth.

Werewolves of Malar prowling the ruins of the High Forest in hunting packs of terror and frenzy.

Or head to The Dire Wood and take on a Vampire Lord. Seek out the help of the Mistmaster of the Citadel of the Mists. Or perhaps you stumble upon Kerymnaar, the ruined elven city still mostly intact, yet abandoned.

Do you have an elf in your party? If so, then maybe a elven encounter near Glaurachyndaar, or Reitheillaethor.

Possibly the Fey ensnare your party into the Feywild, maybe you venture onto a Crossroad, or a Fey-Mound near The Star Mounts. Maybe a chance encounter with the two powerful fey lords of the High Forest.

Aeilawyn of The Sorrowwood: CN Dryad Queen female of The Sorrowwood. CR 22; Sorcerer 10/ Feymage 10. Champion of the Sorrowwood Fey mounds and gate keeper of The Crossroad to The Laughing Hollow.

Fostafillathill Autumnoak: CN LeShay Duke male of Starshadow Tower. CR 25; Swashbuckler 10/ Beguiler 5/ Dervish 10. Master of Starshadow Tower. Fey Lord of the southern High Forest.

Dolledrax Darkdagger: CN Quickling male of Evermeet, (Formally of The Autumn Court). CR 20; Rogue 5/ Sorcerer 5/ Daggerspell-Mage 10. Liaison of The Seelie Court. Lord of Quicklaugh tower in the Fey glade of Shartilyeron (due north of Starshadow tower) in The High Forest.

Helinathra of Shilrua: CG Nymph Queen female of Shilrua. CR 25; Cleric 10/ Mystic Wanderer 10/ Divine emissary 5 of Oberon. The Bane of adventurers. Mistress of mirth. Ruler of Shadowtop Cathedral. Having displaced the druids of the Emerald Enclave, and fortified a base of fey creatures in the Shadowtop region. She is friendly to the elves alone.








yes we have an elf, a sun elf Olin Gisir. We are headed right now for Reitheillaethor.

That is as far as I've gotten. I don't really have any adventure or dungeon to run after we arrive there

Trying to think of something without having to make The Nameless Dungeon from scratch...

I don't have time to make it.
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Copper Elven Vampire
Master of Realmslore

1017 Posts

Posted - 10 Mar 2020 :  19:50:20  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
Just take any dungeon module online and convert the monsters to your fitting. If you have no time for that then I say take an existing module you've already done and find a reason to re-play the adventure with different monsters.
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Cards77
Senior Scribe

USA
714 Posts

Posted - 11 Mar 2020 :  00:08:21  Show Profile Send Cards77 a Private Message  Reply with Quote
quote:
Originally posted by Copper Elven Vampire

Just take any dungeon module online and convert the monsters to your fitting. If you have no time for that then I say take an existing module you've already done and find a reason to re-play the adventure with different monsters.



It's a good idea and one I just did. We ran again the old gray box adventures School of Wizardry and Hall of the Beast Tamers (I placed these beneath the High Forest).

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ericlboyd
Forgotten Realms Designer

USA
1744 Posts

Posted - 11 Mar 2020 :  02:51:32  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
"Bloodlines" from Dungeon #94?

--
http://www.ericlboyd.com/dnd/
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Copper Elven Vampire
Master of Realmslore

1017 Posts

Posted - 11 Mar 2020 :  17:53:40  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
quote:
Originally posted by ericlboyd

"Bloodlines" from Dungeon #94?



That is a good one. Easy to convert and add more stuff as well.
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Copper Elven Vampire
Master of Realmslore

1017 Posts

Posted - 19 Mar 2020 :  07:17:31  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
PLus if you run the Nameless dungeon, you're already like 10'th level...


Take into account the amount of elves you would encounter. In that place guarded by Fey'ri you would have a base CR of 12.

Melandrach held a special place for Curudin and made the worms go away. The entire guild took a vacation in Daggerford for a spell. The Worms were red and black.
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Copper Elven Vampire
Master of Realmslore

1017 Posts

Posted - 19 Mar 2020 :  07:29:27  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
Pheyloo Audark: "The Shadowcat".

Male Shadow-Walker Wild Elf; CN Rogue 5/ Assassin 10/ Quietknife 10. (Grandmaster Assassin of "The Rogues of The Laughing Midnight")

CR: 26; medium size humanoid (elf)
HD: (25) 5d6+10, plus 10d6+20, plus 10d8+20
HP: 190

Init: +7; Spd 40'.
AC: 27 (touch 20, Ff 21)
Attack: +30/+25/+20/+15 melee main hand (1d8+5 plus 2d6 deadly precision/ 18-20, +3 Blurstrike, Deadly precision elven thinblade).
Attack: +30/+25/+20 melee off hand (1d6+5 plus 1d4 vampiric, plus 1-2 negative levels/18-20, +3 Vampiric, Souldrinking elven lightblade.)
Attack: +33/+28/+23/+18/+33 ranged (1d4+7 plus 1d6 elemental/ 18-20, +5 seeking, returning, elemental aura daggers).
Sneak attack: 11d6 damage, plus 2d6 damage with deadly precision thinblade.
Death Attack: Fort save (DC 29 or death/paralysis).
Vengeful Strike: Fort save (DC 27 or stunned and negative levels)

SQ: Shadow-Walker abilities, spells, wild elf traits, rogue abilities, assassin abilities, quietknife abilities.

Saves: Fort +14, Ref +23, Wil +19.
Abilities: (+2 Dex from shadow-walker template, +2 Con from belt of endurance.)
Str: 15.
Dex: 25
Con: 16.
Int: 21.
Wis: 16.
Cha: 15.

Age: 214, Height: 6', Eyes: Amber, Hair: Black, Skin: Light brown.

Wild elf racial traits: immune to magic sleep spells, +2 save vs. enchantment spells, low light vision, +2 bonus on listen, search, and spot checks.

Shadow-Walker abilities:
Shadow mask 3/day, Dimension door 3/day, Darkness 3/day, Shadow spray 3/day, Shadow walk 3/day, Displacement 2/day, Evard's black tentacles 1/day, Darkvision.

Rogue abilities:
Sneak attack, Trapfinding, Evasion, Trap sense +1, Uncanny dodge.

Assassin abilities:
Sneak attack, Death attack, Poison use, Spells, Improved uncanny dodge, Hide in plain sight.

Quietknife abilities:
Rapid daggers, Silent daggers, Sneak attack, Sneaky daggers, returning daggers, Weak spot, Snatch arrows, Fast movement, Palm throw, Vengeful strike, Superior returning daggers, Critical throw, Dagger of death, Hail of daggers.

Skills: Balance (17 ranks), Bluff (10 ranks), Climb (11 ranks), Craft (12 ranks), Decipher Script (10 ranks), Diplomacy (9 ranks), Disable Device (27 ranks), Disguise (20 ranks), Escape Artist (30 ranks), Forgery (10 ranks), Gather Information (15 ranks), Hide (30 ranks), Intimidate (15 ranks), Jump (10 ranks), Listen (20 ranks), Move Silently (30 ranks), Open Lock (27 ranks), Search (20 ranks), Sense Motive (20 ranks), Sleight of Hand (25 ranks), Spot (20 ranks), Swim (10 ranks), Tumble (17 ranks), Use Magic Device (20 ranks), and Use Rope (20 ranks).

Skill Tricks: Acrobatic Backstab, Conceal Spellcasting, Escape Attack, Hidden Blade, Quick Escape, Spot The Weak Point, Never Outnumbered, Twisted Charge, Walk The Walls, Second Impression, Mosquito's bite.

Feats: Point blank shot, Quick draw, Weapon finesse, Combat reflexes, Improved rapid shot, Two-weapon fighting, Improved two-weapon fighting.

Epic feats: Improved death attack


Assassin Spells per day: 5/4/4/4. Base DC = 15 +spell level. Caster Level: 10.

Current Spells:

1st level- Disguise self, Ebon eyes, Obscuring mist, Snipers shot, True strike.

2nd level- Alter self, Cat's grace, Darkness, Phantom foe.

3rd level- Deeper darkness, Deep slumber, Sadism, Wraithstrike.

4th level- Heart ripper, Greater invisibility, Poison, Stop heart.


Possessions: +3 Blurstrike, Deadly Precision elven thinblade. +3 Vampiric, Souldrinking elven lightblade. Four +5 Seeking, Returning, Energy Aura daggers. +5 leather armor of escape and spell resistance (SR19). Ring of protection +4. Ring of Spell turning. Wand of magic missiles (6th level). Wand of ghoul touch (9th level). Cloak of displacement. Bracers of murder. Belt of endurance. Boots of tracklessness. Hat of disguise. Gloves of the balanced hands.

Personal information:
Pheyloo Audark was born in the Winterwood in the year 1272 DR. His father was a powerful ranger of Solonor Thelandira, and his mother was a Hierophant druid of Rillifane Rallathil, and Pheyloo delighted in the stories of his parents deities, though his favorite tales were of Erevan Ilesere and the trickster gods adventures among the Seldarine and other pantheons of Toril. It was in those stories that Pheyloo heard the calling of Erevan Ilesere, much to his parents dismay. In 1286 DR, at the age of 14 though his clan was attacked by a hoard of Orcs, mold men and humans who completely obliterated his small clan of only 100 green elves. His mother cast a powerful spell that transformed her son into a great hawk to hide him from their enemies as he watched the battle from the tree-tops in horror. The last two remaining of the clan was his parents who fought back to back, felling scores of enemies until they were overwhelmed by sheer numbers. The last thing he seen was his mother looking up at him as she smiled and cast her last spell. The tree bough that his hawk form was perching on suddenly opened up and swallowed him whole, transporting him to an ancient oak tree far to the south of the Winterwood. Exiting the tree with screams of terror and rage, Pheyloo ran back to his clans dwelling while praying to Erevan Ilesere to grant him the power to slay his family's murderers. It was back at the site of the massacre three days later that members of the Eldreth Veluuthra found him and brought him into their organization with promises of revenge against the humans and orcs that destroyed his clan. As Pheyloo was leaving the kill-zone of his people, he thought he heard the mischievous laughter of a fellow elf behind him, but when he turned to look there was nobody there. A voice suddenly entered his mind as he followed the Eldreth Veluuthra toward the nearest human and orc settlement. "Now you will find the skills you will need to prepare you for your future."

After many years of professionally killing all types of humanoids and monsters, Pheyloo became a master assassin and earned the well deserved reputation and moniker of "Shadowcat" all across Faerun. Within the ranks of the Eldreth Veluuthra he gained many enemies due to his near-legendary exploits and relentless pranks and jokes on his fellow cell members and the Vel'Nikeryma (or Blade Lords) in the name of Erevan Ilesere. His career with the Eldreth Veluuthra came abruptly to an end in 1347 DR when his cell leaders under the command of the Vel'Nikeryma sent Pheyloo to Everlund to kill a innocent human wizard and his elven wife and half-elf children. After several days of watching and studying his Marks, he came to the conclusion that this family had done no crime or evil against the elven people and that the Eldreth Veluuthra only wanted them dead due to the half-elven children. He decided then that he would renege on his contract and explain himself to the Vel'Nikeryma directly, but before he could even leave his Marks property he was ambushed by all the members of his own cell and caught in the middle of several fireball spells aimed at the family's house and at himself. Pheyloo had nowhere to run, and soon felt himself being blasted back and buried under the burning building. Not long afterwards, Pheyloo came-to and opened his eyes and felt his lungs burning for air. He prayed to his trickster god and asked him to let him survive, so that he could recover from his wounds and seek revenge against the Vel'Nikeryma and his ex-cell members with the most surprising prank and joke he had yet played on them; The joke would certainly be on them all when they died realizing he was still very much alive!

With sheer determination Pheyloo envisioned the tavern down the street and cast a dimension door spell and disappeared from beneath the charred, smoldering house, instantly appearing on his back in front of the tavern. "Well there you are.", said a deep, melodic voice above him. Pheyloo opened his burned eyes to see a very tall moon elf with rakish red hair and piercing, bright blue eyes standing over him. "I was beginning to think that our mutual god was tricking me out of yet another winning game of dice, but alas, his message was true, and here you are." Laughed the strange moon elf as he crouched down and put a hand on Pheyloo's chest and prayed to Erevan Ilesere for a powerful healing spell. "Our mutual god?" asked the severely injured assassin. "We'll talk about that, and your future, after you're healed Shadowcat." said Curudin Ahmaquissar with a wry smile on his face. The wild elf thought he saw a plethora of multi-colored, asymmetrical star bursts floating across the moon elfs eyes before he passed out from his injuries.

Within the next six months, Pheyloo Audark hunted down his ex-cell members of the Eldreth Veluuthra that ambushed him and though him dead, and murdered each and every single one of them with a personal touch, ensuring that they knew who it was ending their life. After Pheyloo assassinated the entire cell, he went back to Everlund to accept Curudin Ahmaquissar's offer to join his thieves guild, and rose swiftly through the ranks of The Rogues of the Laughing Midnight., and ended up becoming great, lifelong friends with Curudin and the other high ranking members of the guild. For a detailed, ongoing story of Pheyloo's adventures and misadventures, click here http://forum.candlekeep.com/topic.asp?TOPIC_ID=21692.


Prestige Classes:

The Quietknife

From the darkest streets of Skullport, to the back alleys of Calimport. From the throne rooms of kings, to the dive bars of Starmantle. No matter what part of Faerun you mention, the bards sing tales of specialized elven assassins known as Quietknives. Little is known about the silent killers, but some bards say that they only appear to take vengeance and revenge upon those who have committed a ghastly act or crime against the elven people.

A Quietknife must be stealthy, quick, and skilled at both ranged and melee combat. The quickest path to this prestige class is to begin with one or two levels of rogue in order to gain the necessary skills and sneak attack ability, and then switch to fighter or ranger to improve overall combat ability (in the form of base attack bonus) and learn the necessary feats.

A few Quietknives acquire some arcane spellcasting in the form of a couple of levels of sorcerer or wizard, because spells such as invisibility or deep slumber can make the deadly work of the Quietknife much easier. A Quietknife of this sort often begins with three or four levels of rogue, then gains five or six levels in an arcane spellcasting class. However, qualifying for the Quietknife class is much easier with the bonus feats offered by either the fighter or ranger class.

Requirements
To qualify to become a Quietknife, a character must fulfill all the following criteria:

Race: Elf or Half elf
Skills: Balance 3 ranks, Climb 3 ranks, Hide 6 ranks, Jump 3 ranks, Move Silently 6 ranks, Tumble 3 ranks
Feats: Point Blank Shot, Quick Draw, Two-Weapon Fighting, Weapon Finesse.
Base Attack Bonus: +4
Special: Sneak attack +2d6.

Class Skills
The Quietknife's class skills are Balance, Bluff, Climb, Disable Device, Handle Animal, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, and Tumble.

Skill Points at Each Level: 6 + Int modifier.

Class Features
As you advance in level, you become better at switching from melee combat to ranged combat in the blink of an eye. You become a mobile and infuriating opponent who can launch a devastating barrage of sneak attacks.

Weapon and Armor Proficiency: You gain no proficiency with any weapon or armor.

Rapid Daggers: At 1'st level, whenever you are throwing knives and daggers, you are treated as having the Rapid Shot feat, even if you do not have the normal prerequisites for that feat.

Silent Daggers(Su): At 1'st level, every dagger and knife you throw are treated as if they have a Silence spell placed on them. Most Quietknives, true to their names, throw daggers in this way.

Sneak Attack (Ex): Beginning at 2nd level, you deal an extra 1d6 points of damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. At 5th level the extra damage increases to 2d6, and at 8th level it increases to 3d6. See the rogue class feature.

Sneaky Shot (Ex): At 3rd level, just before making a ranged attack, a Quietknife with this ability can use a move action to make a Sleight of Hand check opposed by her target's Spot check. If she wins the opposed check, her opponent is denied his Dexterity bonus to Armor Class against the attack.

Returning Daggers (Su): Also at 3rd level, you become so skilled with thrown weapons that you can cause four knives a day to gain the returning special ability. When you make a ranged attack with a returning dagger, you can move after the attack, and the weapon will still return to you as long as line of sight between you and the weapon exists at the beginning of your next turn.

Weak Spot (Ex): A Quietknife gains this ability only after reaching 4'th level. When using a thrown weapon against a target, the character can make a ranged touch attack instead of a normal attack. If the attack hits, the quietknife adds her Dexterity bonus for the damage instead of her strength bonus.

Snatch Arrows: A Quietknife gains the benefit of the Snatch Arrows feat at 4th level, even if she does not meet the prerequisites.

Fast Movement (Ex): At 6th level, you have mastered the art of unusually swift movement. Your land speed is faster than the norm for elves by 10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying your speed because of any load carried or armor worn.

Palm Throw (Ex): At 6'th level when using thrown daggers, a Quietknife with this ability may throw two of each weapon with a single attack roll. Damage for each weapon is resolved separately, and the Quietknife applies her Dexterity bonus to either damage roll.

Vengeful Strike (Su): Beginning at 7th level, as a standard action you can execute a single vengeful strike in place of sneak attack. You coldly whisper the name of your intended victim to your weapon, and then you make a single melee or ranged attack. You gain a +2 morale bonus on the attack roll. If you hit, your foe must make a Fortitude save (DC 10 + your class level + your Dex modifier) or be stunned for 1d4 rounds, and bestowed with 1d4 negative levels.

You must know the victim's name in order to make a vengeful strike; "that orc over there" is not good enough. Creatures without names (most creatures of Intelligence 2 or lower) are not subject to a vengeful strike. You usually use this ability against a person or creature you know to have harmed elves. You can use this ability once per day at 7th level and three times per day at 10th level.

Superior Returning Daggers (Ex): When you reach 7th level, your returning daggers ability is extended. You can use two returning daggers for two attacks each in a single round, or you can use one returning dagger for three attacks in the same round, as long as your target is no farther away than one range increment. (If your target is farther away than one range increment, you can still use your superior returning dagger ability, but only for a single attack each turn.)

Dagger of death: At 9'th level, a Quietknife can create a dagger of death that forces the target, if damaged by the dagger’s attack, to make a DC 25 +Dex Mod, Fortitude save or be slain immediately. It takes one day to make an dagger of death, and the dagger only functions for the Quietknife who created it. The dagger of death lasts no longer than one year, and the Quietknife can only have one such dagger in existence at a time. This dagger may be used for both melee and ranged attacks.

Critical Throw (Ex): At 9'th level, a Quietknife gains the Improved Critical feat for any thrown weapon without meeting the prerequisites.

Hail of daggers (Ex): At 10'th level, in lieu of her regular attacks, once per day a Quietknife can throw a dagger at each and every target within range, to a maximum of two targets for every level of this class she has earned. Each attack uses the Quietknifes primary attack bonus, and each enemy may only be targeted by a single dagger.

Quietknife	Hit Die: d8
CL	BAB	Fort	Ref	Will	Special
1st	+1	+0	+2	+0	Rapid Daggers, silent daggers
2nd	+2	+0	+3	+0	Sneak attack +1d6
3rd	+3	+1	+3	+1	Sneaky shot, returning daggers
4th	+4	+1	+4	+1	Weak spot, Snatch arrows
5th	+5	+1	+4	+1	Sneak attack +2d6
6th	+6	+2	+5	+2	Fast movement, palm throw
7th	+7	+2	+5	+2	Vengeful strike 1/day, superior returning daggers
8th	+8	+2	+6	+2	Sneak attack +3d6
9th	+9	+3	+6	+3	Critical throw, dagger of death
10th	+10	+3	+7	+3	Vengeful strike 3/day, hail of daggers


Templates:

Shadow-walkers

Shadow-walkers are people who have experienced a magical ritual of the gods Erevan Ilesere and Mask that attunes a person's body to shadow. Similar to shades, they gain powers in shadow and darkness. Vezzenvazzel Ahmaquissar, high mischiefmaker of Erevan Ilesere in ancient Sharlarion, discovered a rite granted by his deity called the Ritual of Shadow Walking circa -24,000 DR. This ritual exchanges some of the recipient's life force for shadowstuff. The recipient appears exactly the same as before, although her shadow stands out as crisp and dark even in overcast situations. As of 1373 DR it is rumored that Curudin Ahmaquissar had shared the ritual with Jalaunther Ithbreeiur, high priest of the Maskarran temple in Thesk as instructed by his trickster god. The Shadowmasters use this ritual to allow their agents to enter and leave difficult spots with ease, and they normally work in pairs, with two agents transporting together to the site of the intended crime.

Creating a Shadow-walker
"Shadow-walker" is a template that can be applied to any humanoid (referred to hereafter as the "base character"). It uses all of the base character's statistics and special abilities except as noted here.

Special Attacks: A shadow-walker retains all the special attacks of the base character. The shadow-walker also gains the ability to manipulate shadows, granting her access to various spell-like abilities based on her character level, as shown in the table below. These spell-like abilities are as the spells cast by a sorcerer of the base character's level.

Level Abilities
1-2 Shadow mask 3/day
3-4 Dimension door 1/day (self only)
5-6 Darkness 3/day
7-8 Dimension door 2/day
9-10 Shadow spray 3/day
11-12 Shadow walk 1/day
13-14 Displacement 2/day
15-16 Dimension door 3/day
17-18 Evard's black tentacles 1/day
19+ Shadow walk 3/day

A shadow-walker cannot use any of her spell-like abilities in an area of bright light (sunlight or the radius of a daylight spell.

Special Qualities: A shadow-walker retains all the base character's special qualities, and also gains those special qualities listed below.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or daylight spell) blinds a shadow-walker for 1 round. In addition, she takes a -1 penalty on all attack rolls, saves and checks when operating in bright light.

Darkvision (Ex): The character gains darkvision with a 60-foot range if she does not have darkvision already.

Abilities: Adjust from the base character as follows: Dex +2, Con -2.

Skills: Shadow-walkers gain a +4 racial bonus on Hide checks.

Challenge Rating: Same as the base character +1.

Level Adjustment: Same as the base character +1.
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