A rival class to the Lightbringer, the Dark Bearer brings shade and gloom wherever they go. While likely a more potent class, the Dark Bearer really needs darkness or shadow to work, which might not gel well with the rest of the party.
It is said that somewhere in the city is a house, The House as most people call it, though those with a long memory remember The Gloaming House of Wounds. It is within these halls those that seek to master the darkness come begging to be taken as an apprentice, though only the most determined are allowed through the door. No one comes out, though your friend says his cousin’s sister once saw through a window – apparently she saw two priests in black plucking out the eyes of a young man. They say for the right price they’ll snuff out anyone, often taking payments in rare texts and art. Take the first steps through the front door, into the dark...
THE DARK BEARER
Starting Items: Blind fold, Dark clothes, x2 dagger, Candler Douter
Skills: Disguises, Shadow Puppetry
A: Dark Watcher, Light Douser
B: Night Caller, Confounding Dark
C: Nocturn Loci, Shadow Invocations
D: One with The Abyss
+1 Stealth per template in this class. This is a [Dark] Class.
Dark Watcher: You have become familiar with the shadows in which you live, allowing you to see fully if there is any amount of light. With training learned from The House you have mastered the art of hiding in darkness. So long as you don’t move or bring attention to yourself you can become completely invisible while standing in shadows. Should these shadows be burned away by light you are thrust back into visibility.
Light Douser: Your masters at The House loath light and have taught you their ways of banishing such wretched illumination. By snapping your fingers you can extinguish [Dark template] lights you can see. By power of their enchantment magical lights get a save to avoid this fate, and may even return given time. As a beginner you can only extinguish candles and torches. With two [Dark templates] you can extinguish campfires, and with four [Dark templates] you extinguish burning buildings.
Night Caller: On your path into night you can learned to call forth the inky darkness. With a whisper pure shadow envelopes a space you can see, spreading to envelop a space up to [Dark templates] meters in radius. Calling this darkness can be done a number of times per day equal to your [Dark templates] or by allowing the shadow into your flesh, a process which deals 1d3 damage.
Confounding Dark: As you step into shadow you can learned that truth is a concept best left behind. So long as the blinding truth of illumination is not cast upon you, you can take the appearance of anyone roughly your shape. Your understanding of deception extends such that as long as you are in the shadowy depths you can change your voice to any other.
Nocturn Loci: Only those devoted to gloom are invited to the inner chambers of The House, where greater understanding is met. In doing so you have learned the Nocturn Loci, allowing for perfect senses of everything within 6 meters of you while in total darkness. Anything you could normally percieve is revealed to you, you have stepped beyond the limits of eyes. Masters of the Nocturn Loci can feel the sharpness of a blade without touching it, taste the bitterness of a tea without drinking it.
Shadow Invocations: The darkness is alive, and may answer you call. The abyss always demands a price, to unmake what was made. You gain the ability to use Shadow invocations, as described below. Each shadow invocation has a cost associated with it that must be paid. Shadow invocations cannot be cast while in total illumination. Whenever you cast a shadow invocation roll Xd6 and take damage equal to the largest d6 rolled this way, where X is the number of shadow invocations previously cast this day.
One with The Abyss: What lies for us in darkness cannot be known, it is a great concealing veil. You have incorporated this un-truth into your soul, knowing nothing is certain in gloom. While in darkness you enter a superposition where you are anywhere and everywhere connected to that darkness. Each turn you can pick a space to occupy, so long as you could reach that space without entering light. Anything that targets you while in this state has a +1 in 6 chance of missing.
SHADOW INVOCATIONS:
The Dark Plunge: Render at a page of writing unreadable per HD of the target. Touch the target, who can save to resist. Those who fail are embraced, having their mind untether from their body for [Dark Template] rounds. In this time they are simply a mind cast into the dark, unable to feel or control their body.
Abyssal Reach: Shatter a knife which you have killed at least one sentient creature with. At your call your shadow stretches along surfaces, sprouting [Dark template] great tendrils that can attempt to wrap around targets with a Strength of 14. Those constricted feel the frigid touch of darkness, taking 1d6+[Dark Templates] damage per round they remain constricted. Should these tendrils prove lethal, the corpse quickly withers and mummifies as if left in a cold desert for a century. These tendrils remain for 10 minutes.
Empty The Vessel: This ritual requires the practitioner to fill a vase with the ashes of the dead, mix in the blood of their target and shatter the vase. As the vase shatters the practitioner picks a period of up to [Dark template] hours for the target to forget, the memories stolen away by the burned dead. Aware targets can save against this effect, and may notice a gap in their memory. With guidance from the target, very specific memories can be erased. This ritual is a favorite among the priests of The House to erase that which would hold back initiates.
Dark Reflection: Burn the hair of your target, then cast the visage of the target upon a reflective surface and shatter the image. A copy of the target emerges, made of pure shadow, with 1 HP and x2 speed. This reflection is utterly loyal to you, but carries out your orders with a vengeance towards the living. Such a copy is unable to speak and makes no sound, lasting until brightly illuminated or until the ritual is used again. Those who dare strike against The House often have to face their own shades.
Ancient Constant: All creatures fear the dark, and with this invocation that realization can be given truth. This ability only requires the death of a creature at least the size of a rat, and the invoker must stand in darkness while seeing their target. The target saves, on a success they take a -2 penalty to morale for one hour. On a failure they see their darkest fear emerge from the gloom and they flee in an utter panic for 1d6 rounds.
Shadow Steps: Render a wheel, boat, foot or other means of transport useless. For the next hour so long as you are not in direct illumination you can fly, as can anyone grasping you. Often considered a wasted art by The House, this ability does function in broader cases such as under a full moon unlike One with The Abyss.
Δ Void Soul – Inscribe your true name in darkness. Should anyone learn your true name lose this template and a level.
You no longer truly exist, you are simply an echo left behind. Divination cannot find you as your name has been erased from the ledger, and other spells against you have a 2 in 6 chance to fail. In time you will fade into utter peace, but for now you must suffer the echoes of your actions.
Δ Umberstar– Create a Dark Star
By taking the shards of a star and letting them betray their own nature you have a Dark Star, a void that gives of gloom instead of light. Within this light your Shadow Invocations can’t damage you. You now have the attention of The Light and The Dark.
Δ Dark Lord – Cast a civilization into darkness
All golden ages have their times, and you are their end. A lord of the dark, you are eternally cloaked in the gloom of the end and can never be illuminated. You are the endless depth that smothers all light, and you can use Light Douser on any light source regardless of size, but you take damage equal to the HD of the light.
The sun has 100 HD.
Δ Twilight Soul – Have at least one [Light] template and one [Dark] template. Receive the blessing of the heretical Cinder King.
You have come to understand that light and darkness are not that different, for while fire brings glaring light in time all it meets are rendered into dust and darkness. You are declared as a heretic by The Lantern Guild, a traitor by The House and have drawn the ire of The Light and The Dark.
You can use any Darkbearer abilities regardless of illumination, and need not give off illumination if you choose not too. Dark and Light abilities can’t track you, and you have a +4 to saves against their abilities.
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