Shadow Lord (3.5e Class)

The Shadow Lord

Among all the living beings, some are born with the gift of darkness, and can learn to use its power to raise their army and destroy their enemies. The power to control darkness, the power to rule the shadows. A Shadow Lord rules over everything with the power of the dead, and darkness' might.

Making a Shadow Lord

A Shadow Lord is very versatile, and based on the stats he decides to absorb from his minions, he can fit in any role as he gets stronger and stronger, raising his levels and his army's numbers.

Abilities: Intelligence is the most important stat, since it determines the number of minions that the Shadow Lord can control, as well as how many times he can use his other powers, and how intelligent his troops will be. Constitution for some extra HP since a d6 is squishy, Dexterity if you want him to be harder to hit.

Races: Any race can be allured by the power of darkness, but generally, humans are the easiest to corrupt.

Alignment: You follow the path of darkness and use it masterfully in order to reach your goals, so Lawful-Evil is the most adapt, but even Chaotic-Evil and just Neutral-Evil are selectable.

Starting Gold: 2d6 x 10gp (70gp)

Starting Age: as Rogue

Table: The Shadow Lord

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Total
Darkness
Soldiers
Total
Harvested
Shadows
FortRefWill
1st+1+0+0+2 Shadow Harvest 1, The Power Of Darkness 1 15
2nd+1+0+0+3 Minor Darkness Call 110
3rd+2+1+1+3 Persistent Darkness 1 215
4th+2+1+1+4 Quiet Like A Shadow 220
5th+3+1+1+4 Darkness Without Limit 1/day 325
6th+3+2+2+5 Shadow Harvest 2, The Power Of Darkness 2 330
7th+4+2+2+5 Improved Darkness Call 435
8th+4+2+2+6 Persistent Darkness 2 440
9th+5+3+3+6 Invisible Shadow 545
10th+5+3+3+7 Darkness Without Limit 2/day 550
11th+6/+1+3+3+7 Shadow Harvest 3, The Power Of Darkness 3 655
12th+6/+1+4+4+8 Major Darkness Call 660
13th+7/+2+4+4+8 Persistent Darkness 3 765
14th+7/+2+4+4+9 Shadow Travel 770
15th+8/+3+5+5+9 Darkness Without Limit 3/day 875
16th+8/+3+5+5+10 Shadow Harvest 4, The Power Of Darkness 4 880
17th+9/+4+5+5+10 Superior Darkness Call 985
18th+9/+4+6+6+11 Persistent Darkness 4 990
19th+10/+5+6+6+11 Shadow Stalker 1095
20th+10/+5+6+6+12 Darkness Without Limit 4/day 10100

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features

All of the following are the class features of the Shadow Lord.

Weapon and Armor Proficiency: A Shadow Lord is proficient in the use of all simple weapons, war weapons and light armor.

Shadow Harvest (Ex): <-class feature game rule information->

The Power of Darkness (Ex): <-class feature game rule information->

Minor Darkness Call (Ex): <-class feature game rule information->

Persistent Darkness (Ex): <-class feature game rule information->

Quiet Like A Shadow (Ex): <-class feature game rule information->

Darkness Without Limit (Ex): <-class feature game rule information->

Improved Darkness Call (Ex): <-class feature game rule information->

Invisible Shadow (Ex): <-class feature game rule information->

Major Darkness Call (Ex): <-class feature game rule information->

Shadow Travel (Ex): <-class feature game rule information->

Superior Darkness Call (Ex): <-class feature game rule information->

Shadow Stalker (Ex): <-class feature game rule information->

Ex-Shadow Lords

Shadow Lords who abandon the Evil alignment, no matter the reason, loose all of their class feats except for weapon armor/proficiency and The Power Of Darkness, until they gain the right to be Shadow Lords once again, as a paladin usually does.

Epic Shadow Lord

Table: The Epic Shadow Lord

Hit Die: d6

LevelSpecialTotal
Darkness
Soldiers
Total
Harvested
Shadows
21stShadow Harvest 511105
22ndSupreme Darkness Call11110
23rdPersistent Darkness 512115
24th12120
25thDarkness Without Limit 5/day13125
26thShadow Harvest 613130
27thAbsolute Darkness Call14135
28thPersistent Darkness 614140
29th15145
30thDarkness Without Limit 6/day15150

(6 + Int modifier) skill points per level.

Shadow Harvest (Ex): At 21th level, a Shadow Lord's max failing chance while harvesting a shadow becomes 50%. At 26th level, it is lowered even further, to 40%.

Supreme Darkness Call (Ex): At 22th level, a Shadow Lord can summon his Darkness Soldiers with 2,5 times the original creature's HP, BAB and all modifiers.

Persistent Darkness (Ex): At 23th level, a Shadow Lord's Darkness Soldiers can all be reanimated 5 times each per day. At 28th level, their revivals rise to 6.

Darkness Without Limit (Ex): At 25th level, a Shadow Lord can use Darkness Without Limit 5 times per day. At 30th level, his daily uses rise to 6.

Absolute Darkness Call (Ex): At 27th level, a Shadow Lord can summon his Darkness Soldiers with 3 times the original creature's HP, BAB and all modifiers.

Human Shadow Lord Starting Package

Weapons: Short Sword, Short Bow.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
Bluff4Cha
Diplomacy4Cha
Intimidate4Cha
Listen4Wis
Search4Int
Spot4Wis

Feat: Focus Weapon, Persuasive.

Gear: Chain Mail.

Gold: 2d6

Playing a Shadow Lord

Religion: A Shadow Lord worships no god or deity. All they have faith in, are their own capabilities.

Other Classes: A Shadow Lord will easily get along with wizards and sorcerers, especially summoners and necromancers, but he will usually have trouble grouping with good clerics, paladins and druids. They will get along with rogues and bards no problem, and they won't have any issues with fighters, rangers, barbarians and monks.

Combat: Based on which and how many stats he borrowed from his numerous shadows, a Shadow Lord will either summon his minions and make them fight on the front lines, or join the battle personally. Depending on the stats he takes from his shadows, he can use any battle strategy really. Tank, Mage, DPS, Assassin, Support and so on.

Advancement: As still as he keeps adding the enemies' shadows to his collection during his adventure, a Shadow Lord will always be extremely useful to his team.

Shadow Lords in the World

"People run from their darkness. I embrace it. "
—Shogu, Human Shadow Lord

Daily Life: A Shadow Lord lives his life like any adventurer, they eat, sleep, go hunt in dungeons and so on.

Organizations: A Shadow Lord is a solitary creature, they will rarely group with a party, if they think they can't reach their goals by themselves.

NPC Reactions: Since they are basically a rare type of necromancer NPCs react to them the same way.

Shadow Lord's Lore

Characters with ranks in Knowledge (Religion) or Knowledge (History) can research Shadow Lords to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Religion) or Knowledge (History)
DCResult
10They use the powers of a necromancer.
15They have some kind of unique powers regarding shadows.
20They are superior to a necromancer in many ways, including the quality of their minions.
30They are chosen by the powers of darkness since their birth. They are privileged beings with immense power over their own darkness and others'.

Back to Main Page 3.5e Homebrew Classes Base Classes

gollark: P = NP (mod 7).
gollark: You can just set N = 1, actually.
gollark: Interesting fact: Macron is a flashlamp-pumped ultraviolet laser.
gollark: Did you know? Macron types are just lists of (function, inverse function) pairs.
gollark: Macron traits are a monoid.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.