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! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup>
 
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup>
 
|-
 
|-
|1st||class="left" | +0 || +0 || +0 || +1
+
|1st||class="left" | +0 || +0 || +1 || +1
 
| class="left" | The Twilight
 
| class="left" | The Twilight
 
|1||3||1||—||—||—||—
 
|1||3||1||—||—||—||—
 
|-
 
|-
|2nd||class="left" | +1 || +0 || +0 || +2
+
|2nd||class="left" | +1 || +0 || +2 || +2
 
| class="left" | —
 
| class="left" | —
 
|2||4||2||—||—||—||—
 
|2||4||2||—||—||—||—
 
|-
 
|-
|3rd||class="left" | +2 || +1 || +1 || +2
+
|3rd||class="left" | +2 || +1 || +2 || +2
 
| class="left" | Advanced Learning
 
| class="left" | Advanced Learning
 
|2||4||2||1||—||—||—
 
|2||4||2||1||—||—||—
 
|-
 
|-
|4th||class="left" | +3 || +1 || +1 || +2
+
|4th||class="left" | +3 || +1 || +2 || +2
 
| class="left" | —
 
| class="left" | —
 
|3||4||3||2||—||—||—
 
|3||4||3||2||—||—||—
 
|-
 
|-
|5th||class="left" | +3 || +1 || +1 || +3
+
|5th||class="left" | +3 || +1 || +3 || +3
 
| class="left" | —
 
| class="left" | —
 
|3||4||3||2||1||—||—
 
|3||4||3||2||1||—||—
 
|-
 
|-
|6th||class="left" | +4 || +2 || +2 || +3
+
|6th||class="left" | +4 || +2 || +3 || +3
 
| class="left" | Advanced Learning
 
| class="left" | Advanced Learning
 
|3||4||3||3||2||—||—
 
|3||4||3||3||2||—||—
 
|-
 
|-
|7th||class="left" | +5 || +2 || +2 || +4
+
|7th||class="left" | +5 || +2 || +4 || +4
 
| class="left" | —
 
| class="left" | —
 
|4||4||4||3||2||1||—
 
|4||4||4||3||2||1||—
 
|-
 
|-
|8th||class="left" | +6 || +2 || +2 || +4
+
|8th||class="left" | +6 || +2 || +4 || +4
 
| class="left" | —
 
| class="left" | —
 
|4||4||4||3||3||2||—
 
|4||4||4||3||3||2||—
 
|-
 
|-
|9th||class="left" | +6 || +3 || +3 || +4
+
|9th||class="left" | +6 || +3 || +4 || +4
 
| class="left" | Advanced Learning
 
| class="left" | Advanced Learning
 
|5||4||4||4||3||2||1
 
|5||4||4||4||3||2||1
 
|-
 
|-
|10th||class="left" | +7 || +3 || +3 || +5
+
|10th||class="left" | +7 || +3 || +5 || +5
 
| class="left" | —
 
| class="left" | —
 
|5||4||4||4||3||2||2
 
|5||4||4||4||3||2||2
Line 188: Line 188:
   
 
'''Advanced Learning:''' At levels 3, 6, and 9, the Combat Magician learns a new spell. This spell is not restricted by their normal inability to learn spells. It does not have to be an Abjuration, Evocation, or Transmutation spell, but it must be a spell that they are capable of casting based upon their level.
 
'''Advanced Learning:''' At levels 3, 6, and 9, the Combat Magician learns a new spell. This spell is not restricted by their normal inability to learn spells. It does not have to be an Abjuration, Evocation, or Transmutation spell, but it must be a spell that they are capable of casting based upon their level.
 
   
 
=== Twilight Warlock ===
 
=== Twilight Warlock ===
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'''{{Anchor|Lesser Amulet}}:''' Starting at 4th Level, the Warlock's Lucky Charm increases in power. She gains a +2 untyped bonus to any one ability score that she chooses. Once her choice is made, she cannot change it.
 
'''{{Anchor|Lesser Amulet}}:''' Starting at 4th Level, the Warlock's Lucky Charm increases in power. She gains a +2 untyped bonus to any one ability score that she chooses. Once her choice is made, she cannot change it.
   
'''{{Anchor|Empowered Creation}}: At 6th level and higher, any item the Warlock creates has 10% more charges than normal.'''
+
'''{{Anchor|Empowered Creation}}:''' At 6th level and higher, any item the Warlock creates has 10% more charges than normal.
   
 
'''{{Anchor|Amulet}}:''' Starting at 7th Level, The Warlock's charm gains a new ability. Once per day per two class levels, the Twilight Warlock can call her Lucky Charm to her as a move action. She does not need to see the Charm to summon it, and it appears in her outstretched hand.
 
'''{{Anchor|Amulet}}:''' Starting at 7th Level, The Warlock's charm gains a new ability. Once per day per two class levels, the Twilight Warlock can call her Lucky Charm to her as a move action. She does not need to see the Charm to summon it, and it appears in her outstretched hand.
Line 606: Line 605:
 
''Maximized Item Creation:'' A created magical item gains +2 to it's Save DCs/Attack Rolls.
 
''Maximized Item Creation:'' A created magical item gains +2 to it's Save DCs/Attack Rolls.
   
=== High Magician ===
+
=== High Vampire of the Twilight ===
 
This is an Advanced Class for [[Step into the Gloom - Nightwatch (3.5e Sourcebook)]]
 
 
This class is NOT suggested for Non-Night Watch campaigns, due to it's powerful abilities.
 
   
 
High Vampires of the Twilight are terrifying personifications of the Realm that all Others draw power from. Where Vampires are Masters of the Twilight, High Vampires literally are the Twilight. One of their primary abilities is one that allows them to exist in the Twilight and the Real World at the same time.
 
High Vampires of the Twilight are terrifying personifications of the Realm that all Others draw power from. Where Vampires are Masters of the Twilight, High Vampires literally are the Twilight. One of their primary abilities is one that allows them to exist in the Twilight and the Real World at the same time.
Line 704: Line 699:
 
'''Advanced Spell Mastery:''' The Vampire gains access to a 4th Level Dark Spell that he may use 3/day
 
'''Advanced Spell Mastery:''' The Vampire gains access to a 4th Level Dark Spell that he may use 3/day
   
'''Bat Form:''' The Vampire may turn into a Dire Bat 3/day. He may stay in this form as long as he wishes, and his physical stats become that of a Dire Bat's. He does not use Echolocation, choosing to look directly through the Twilight. In addition, his bite attack deals 1d4 points of Constitution Damage.
+
'''Bat Form:''' The Vampire may turn into a Dire Bat 3/day. He may stay in this form as long as he wishes, and his physical stats become that of a Dire Bat's. He does not use Echolocation, choosing to look directly through the Twilight. In addition, his bite attack deals 1d2 points of Constitution Damage.
   
 
'''Greater Spell Mastery:''' The Vampire gains access to a 5th Level Dark Spell that he may use 3/day
 
'''Greater Spell Mastery:''' The Vampire gains access to a 5th Level Dark Spell that he may use 3/day
   
 
'''Lord of the Night:''' The Vampire becomes a paragon of Undeath. He gains +4 Constitution. Once per round, one of his melee attacks deal 1 point of Constitution Damage. Whenever he uses this ability, he gains 5 temporary HP.
 
'''Lord of the Night:''' The Vampire becomes a paragon of Undeath. He gains +4 Constitution. Once per round, one of his melee attacks deal 1 point of Constitution Damage. Whenever he uses this ability, he gains 5 temporary HP.
  +
  +
=== Master Shifter ===
  +
 
This is an Advanced Class for [[Step into the Gloom - Nightwatch (3.5e Sourcebook)]]
  +
 
This class is NOT suggested for Non-Night Watch campaigns, due to it's powerful abilities.
  +
  +
Master Shifters are Others who have mastered either Transmutation magic, or are Were-Creatures of some kind. This prestige class offers powerful options to those who prefer to stay in other forms than their normal, human one. Some of the abilities include staying in your shifted form longer, while others allow you to shift into your preferred form in an instant.
  +
  +
==== Making a Master Shifter ====
  +
  +
For the most part, Combat Magicians and Werewolves make up the bulk of the Master Shifter class.
  +
  +
'''Abilities:''' The ability scores that this class requires is dependent on the Primary Class it came from. Intelligence/Wisdom/Charisma for Magicians, and Strength/Dexterity/Constitution for Werewolves.
  +
  +
'''Alignment:''' Any
  +
  +
'''Requirements:''' BAB +5, Able to cast 3rd Level Transmutation Spells OR the Ability to Shift.
  +
  +
'''Wealth Bonus:''' +3
  +
  +
'''Action Points:''' 8 + 1/2 Character Level (Rounded Down) per level.
  +
  +
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple
  +
  +
{| class="zebra d20"
  +
|+
  +
<div>{{Anchor|Table: Master Shifter}}</div>
  +
Hit Die: d8
  +
|-
  +
! rowspan="2" | Level
  +
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
  +
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
  +
! rowspan="2" | Special
  +
! rowspan="2" | Defense Bonus
  +
|-
  +
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
  +
|-
  +
|1st||class="left" | +1 || +2 || +2 || +0
  +
| class="left" | Shift +1/day or Shift Mastery
  +
|1
  +
|-
  +
|2nd||class="left" | +2 || +3 || +3 || +0
  +
| class="left" | +2 Str while Shifting.
  +
|2
  +
|-
  +
|3rd||class="left" | +3 || +3 || +3 || +1
  +
| class="left" | -
  +
|2
  +
|-
  +
|4th||class="left" | +4 || +4 || +4 || +1
  +
| class="left" | Shift +1/day or Shift Mastery
  +
|3
  +
|-
  +
|5th||class="left" | +5 || +4 || +4 || +1
  +
| class="left" | +2 Dex while Shifting
  +
|4
  +
|-
  +
|6th||class="left" | +6/+1 || +5 || +5 || +2
  +
| class="left" | -
  +
|4
  +
|-
  +
|7th||class="left" | +7/+2 || +5 || +5 || +2
  +
| class="left" | Shift +1/day or Shift Mastery
  +
|5
  +
|-
  +
|8th||class="left" | +8/+3 || +6 || +6 || +2
  +
| class="left" | +2 Con While Shifting
  +
|6
  +
|-
  +
|9th||class="left" | +9/+4 || +6 || +6 || +3
  +
| class="left" | -
  +
|6
  +
|-
  +
|10th||class="left" | 10/+5 || +7 || +7 || +3
  +
| class="left" | Shift +1/day or Shift Mastery,+4 Str/Dex/Con while Shifting.
  +
|7
  +
|- class="noalt"
  +
| colspan="42" class="skill" |
  +
'''Class Skills ([[Skill Points::7]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
  +
All skills are class skills to a Night Watch Character.
  +
|}
  +
  +
===== Class Features =====
  +
  +
All of the following are class features of the Master Shifter:
  +
  +
'''Weapon and Armor Proficiency:''' The Master Shifter Gains no Weapon or Armor Proficiencies.
  +
  +
'''+1 Shift/Day:''' Werewolf Only- The Master Shifter gains an additional Werewolf Shift per day.
  +
  +
'''Shifting Masteries:''' In order to Access Shifting Masteries, a Magician must choose a Transmutation spell that alters her species (Tiger Polymorph is fine. Bull's Strength is not). That spell is now her favored form. Whenever she chooses a shifting mastery (which werewolves can also choose) she may gain one of the following effects.
  +
  +
''Quickened Shifting:'' Shifting is now a free action.
  +
  +
''Reactive Shifting:'' You may shift automatically whenever you take damage (If you want to), even when it isn't your turn.
  +
  +
''Extend Shift:'' You may stay in a shifted form for 3 rounds longer. You may choose this ability multiple times.
  +
  +
''Conserve Shift:'' Werewolf Only- At the end of your Shift Duration, you may make a Concentration Check. The DC is equal to 20 + Rounds stayed in shifted form. If you succeed, the shift use is not expended.
  +
  +
'''Ability increases while Shifting:''' While in a Shifted Form, the Master Shifter gets bigger stat bonuses. At level 10, these bonuses increase to +4 instead of +2.
  +
  +
= Allegiance and Spellcasting =
  +
  +
Depending on whether or not you are a Dark Other or a Light Other will determine which spells you can cast easily, and which spells are more difficult for you. As a rule, Light Others can cast Light Spells without Penalty. And Dark Others can cast Dark Spells Without Penalty.
  +
  +
If you attempt to cast a spell of an Opposing Allegiance, you have to make a Charisma Check equal to 10 + Spell level. Regardless of whether or not you pass, you still cast the spell. However, if you fail the Charisma check, you take 1 point of Constitution Damage.
  +
  +
The Following is a List of Dark and Light spells according to level. Any spell that is not on this list is a Universal Spell, and Anyone can cast it without penalty.
  +
  +
In addition. Certain spells have been removed or Modified. Raise Dead and other Resurrection effects do not work. In addition, Polymorph Spells have been Removed, and have been replaced with new Polymorph Effects found in the New Spells Section.
  +
  +
=== Light Spells ===
  +
  +
''0th'' <br>
  +
Light<br>
  +
Cure Minor Wounds<br>
  +
<br>
  +
''1st''<br>
  +
Burning Hands<br>
  +
Power Device<br>
  +
Sleep<br>
  +
Cure Light Wounds<br>
  +
Remove Fear<br>
  +
<br>
  +
''2nd''<br>
  +
Glitterdust<br>
  +
Cure Moderate Wounds<br>
  +
Delay Poison<br>
  +
Lesser Restoration<br>
  +
Remove Paralysis<br>
  +
<br>
  +
''3rd''<br>
  +
Fireball<br>
  +
Flaming Projectiles<br>
  +
Lightning Bolt<br>
  +
Cure Serious Wounds<br>
  +
Remove Curse<br>
  +
Remove Disease<br>
  +
Searing Light<br>
  +
<br>
  +
''4th''<br>
  +
Wall of Fire<br>
  +
Cure Critical Wounds<br>
  +
Neutralize Poison<br>
  +
Restoration<br>
  +
<br>
  +
''5th''<br>
  +
Mass Cure Light Wounds<br>
  +
Flaming Wrath<br>
  +
  +
  +
=== Dark Spells ===
  +
  +
''0th''<br>
  +
Daze<br>
  +
Inflict Minor Wounds<br>
  +
<br>
  +
''1st''<br>
  +
Cause Fear<br>
  +
Inflict Light Wounds<br>
  +
Ray of Fatigue<br>
  +
<br>
  +
''2nd''<br>
  +
Spider Climb<br>
  +
Web<br>
  +
Inflict Moderate Wounds<br>
  +
Shatter<br>
  +
<br>
  +
''3rd''<br>
  +
Animate Dead<br>
  +
Bestow Curse<br>
  +
Inflict Serious Wounds<br>
  +
Slow<br>
  +
<br>
  +
''4th''<br>
  +
Bestow Curse<br>
  +
Fear<br>
  +
Ice Storm<br>
  +
Wall of Ice<br>
  +
Inflict Critical Wounds<br>
  +
<br>
  +
''5th''<br>
  +
Mass Inflict Light Wounds<br>
  +
Insect Plague<br>
  +
Cloudkill<br>
  +
Cone of Cold<br>

Latest revision as of 18:24, 25 January 2010

Warriors of the Twilight[]

The constant warfare in Moscow eventually battle-hardened even the most gentle of Others. As such, the Watches set up training facilities where they could teach their warriors how to utilize their powers most effectively. As the years went on, certain patterns began to emerge. As with all things, students trained by the same teacher will have similar techniques. In fact, the different types of Warriors trained were eventually called Classes.

Character Classes[]

This is where you will start your career. The Advanced Classes presented in this book have steep requirements. And it's quite possible your first level in that prestige class will be at Level 11. The reason for this is to dissuade min/maxers from taking a few levels in every prestige class in order to become Ungodly Powerful.

The following is a list of Character Classes available for players to take at Level One.

Twilight Magician[]

Others who have shown promise as Spellcasters, Magicians are normally trained for several years before becoming full fledged agents and sent out on minor patrol missions. While normally paired up with a Combat Magician or a Warlock, it is not uncommon for Twilight Magicians to operate as a singular agent, especially if their assignments involve subterfuge.

Making a Twilight Magician[]

Twilight Magicians are utilized best by casting defensive spells and evading his enemies through the Twilight. However, Against Others who have a better affinity with the Twilight, they will stick to defensive spells, and spells that allow them to see deeper into the Twilight and attack their foes with powerful Evocations. All schools of Magic are open to Twilight Magicians, but they suffer the same penalties when casting spells with a differing alignment that all Twilight Spellcasters face.

Abilities: Intellignce, Wisdom, and Charisma are all important for this class. Intelligence determines your spells per day and the DCs of your spells. Wisdom allows a Magician to stay in the Twilight for longer periods of time. Charisma determines how easy it is for you to cast spells of an opposing Alignment.

Alignment: Any

Wealth Bonus: +2

Action Points: 5 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Table: The Twilight Magician

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Defense Bonus Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th
1st +0 +0 +0 +1 The Twilight 0 3 1
2nd +1 +0 +0 +2 1 4 2
3rd +1 +1 +1 +2 1 4 2 1
4th +2 +1 +1 +2 1 4 3 2
5th +2 +1 +1 +3 2 4 3 2 1
6th +3 +2 +2 +3 2 4 3 3 2
7th +3 +2 +2 +4 2 4 4 3 2 1
8th +4 +2 +2 +4 3 4 4 3 3 2
9th +4 +3 +3 +4 3 4 4 4 3 2 1
10th +5 +3 +3 +5 3 4 4 4 3 2 2

Class Skills (Skill Points::3 + Int modifier per level, ×4 at 1st level)
All skills are class skills to a Night Watch Character.

Class Features[]

All of the following are class features of the Twilight Magician.

Weapon and Armor Proficiency: The Twilight Magician is proficient with all Simple Weapons, No Armor or shields.

Spells: The Twilight Magician has access to All Arcane and Divine Spells, Casts his spells Spontaneously, and can learn spells like a Wizard Does. He gains 2 free spells per level, but can pay the normal amount to learn other spells.

The Twilight (Su): Twilight Magicians have the ability to see into, and enter, the Twilight. See Step into the Gloom - Night Watch (3.5e Sourcebook)/The Night, the Day, and the Twilight

Combat Magician[]

Combative Others who have shown promise as Spellcasters, Combat Magicians are specially trained for years before becoming full fledged agents. Their abilities are as terrifying as they are deadly, and although they are normally restricted to Evocation, Abjuration, and Transmutation spells, they can learn a few tricks from other schools in order to accent their training.

Making a Combat Magician[]

Combat Magicians are front-line fighters, weaving in and out of combat and casting powerful Evocation spells. Before battle, he may use Abjuration spells to defend himself and his allies. Or he may use Transmutation spells to alter his form to become physically more powerful. Or he may do both.

Abilities: Intellignce, Wisdom, and Charisma are all important for this class. Intelligence determines your spells per day and the DCs of your spells. Wisdom allows a Combat Magician to stay in the Twilight for longer periods of time. Charisma determines how easy it is for them to cast spells of an opposing Alignment. Constitution gives him more hit points, and better Fortitude Saves and Concentration checks to stay in the Twilight for even longer.

Alignment: Any

Wealth Bonus: +2

Action Points: 6 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Table: The Combat Magician

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Defense Bonus Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th
1st +0 +0 +1 +1 The Twilight 1 3 1
2nd +1 +0 +2 +2 2 4 2
3rd +2 +1 +2 +2 Advanced Learning 2 4 2 1
4th +3 +1 +2 +2 3 4 3 2
5th +3 +1 +3 +3 3 4 3 2 1
6th +4 +2 +3 +3 Advanced Learning 3 4 3 3 2
7th +5 +2 +4 +4 4 4 4 3 2 1
8th +6 +2 +4 +4 4 4 4 3 3 2
9th +6 +3 +4 +4 Advanced Learning 5 4 4 4 3 2 1
10th +7 +3 +5 +5 5 4 4 4 3 2 2

Class Skills (Skill Points::5 + Int modifier per level, ×4 at 1st level)
All skills are class skills to a Night Watch Character.


Class Features[]

All of the following are class features of the Twilight Magician.

Weapon and Armor Proficiency: The Combat Magician is proficient with all Simple Weapons, and Light Armor.

Spells: The Combat Magician has access to All Arcane and Divine Spells of the Abjuration, Evocation, and Transmutation Schools. He casts his spells spontaneously, and can learn spells like a Wizard Does. He gains 2 free spells per level, but can pay the normal amount to learn other spells.

The Twilight (Su): Twilight Magicians have the ability to see into, and enter, the Twilight. See Step into the Gloom - Night Watch (3.5e Sourcebook)/The Night, the Day, and the Twilight

Advanced Learning: At levels 3, 6, and 9, the Combat Magician learns a new spell. This spell is not restricted by their normal inability to learn spells. It does not have to be an Abjuration, Evocation, or Transmutation spell, but it must be a spell that they are capable of casting based upon their level.

Twilight Warlock[]

Twilight Warlocks are others who have shown affinity towards Item Creation. While anyone with Magical Prowess can create a magical item, Twilight Warlocks do it with almost unnatural skill. Powerful Warlocks can create items in less time than a Magician, and their items always have more charges. Extremely powerful Warlocks can create magical items that store spells more potent than the spells that they themselves can cast. Although they may not be able to cast the highest level spells, they make up for it in more durability, and powerful magical amulets.

Making a Twilight Warlock[]

Twilight Warlocks are normally one of two extremes. Either they sit in the background, utilizing their spells and magical items in a Defensive Manner. Or, they stand on the front lines, utilizing their Charged Wands with Deadly Efficiency.

Abilities: Intellignce, Wisdom, and Charisma are all important for this class. Intelligence determines your spells per day and the DCs of your spells. Wisdom allows a Magician to stay in the Twilight for longer periods of time. Charisma determines how easy it is for you to cast spells of an opposing Alignment.

Alignment: Any

Wealth Bonus: +3

Action Points: 5 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Table: The Twilight Warlock

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Defense Bonus Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th
1st +0 +1 +0 +1 The Twilight, Minor Amulet 0 3 1
2nd +1 +2 +0 +2 Bonus Item Creation Feat 1 3 1
3rd +2 +2 +1 +2 Efficient Creation 1 4 2
4th +3 +2 +1 +2 Lesser Amulet 1 4 2 1
5th +3 +3 +1 +3 Bonus Item Creation Feat 2 4 2 1
6th +4 +3 +2 +3 Empowered Creation 2 4 3 2
7th +5 +4 +2 +4 Amulet 2 4 3 2 1
8th +6/+1 +4 +2 +4 Bonus Item Creation Feat 3 4 3 3 2
9th +6/+1 +4 +3 +4 Heightened Creation 3 4 3 3 2
10th +7/+2 +5 +3 +5 Bonus Item Creation Feat, Greater Amulet 3 4 4 3 2 1

Class Skills (Skill Points::3 + Int modifier per level, ×4 at 1st level)
All skills are class skills to a Night Watch Character.

Class Features[]

All of the following are class features of the Twilight Magician.

Weapon and Armor Proficiency: The Twilight Warlock is proficient with all Simple Weapons, No Armor or shields.

Spells: The Twilight Warlock has access to All Arcane and Divine Spells, Casts his spells Spontaneously, and can learn spells like a Wizard Does. He gains 2 free spells per level, but can pay the normal amount to learn other spells.

The Twilight (Su): Twilight Warlocks have the ability to see into, and enter, the Twilight. See Step into the Gloom - Night Watch (3.5e Sourcebook)/The Night, the Day, and the Twilight

Minor Amulet (Su): Starting at Level 1, the Twilight Warlock can create a small magical trinket that functions more like a good luck charm than anything else. Once per day, the Warlock can add their class level as a bonus to any d20 roll he makes. This ability only functions when they actually have their Lucky Charm.

Bonus Item Creation Feat: At Levels 2, 5, 8, and 10, The Twilight Warlock gains a bonus Item Creation Feat.

Efficient Creation: A Twilight Warlock of third level or Higher cuts the XP Cost, GP Cost, and Time to create a magic item by 10%

Lesser Amulet: Starting at 4th Level, the Warlock's Lucky Charm increases in power. She gains a +2 untyped bonus to any one ability score that she chooses. Once her choice is made, she cannot change it.

Empowered Creation: At 6th level and higher, any item the Warlock creates has 10% more charges than normal.

Amulet: Starting at 7th Level, The Warlock's charm gains a new ability. Once per day per two class levels, the Twilight Warlock can call her Lucky Charm to her as a move action. She does not need to see the Charm to summon it, and it appears in her outstretched hand.

Heightened Creation: Starting at 9th level, any item the Warlock creates is treated as having it's Caster Level increased by 2.

Greater Amulet: At Tenth Level, the Warlock's Amulet hits the Pinnacle of it's power. She may use her Minor Amulet ability twice per day, and she increases a second, different ability score by +2.

Twilight Vampire[]

Often seen as the weakest of the Dark Others due to their lack of Magical Prowess, Vampires possess powerful abilities that can rival that of any Combat Magician. Where other characters intrude upon the Twilight, the Vampire is a welcome part of it. He can stay in the Twilight Longer, and go deeper into it, than any other class. You may surprise the other Characters in your party when you sink down to the Seventh Level of the Twilight while they're still struggling with the Fourth.

Making a Twilight Vampire[]

Vampires are the undisputed masters of the Twilight, and their abilities show this. Some Vampires focus entirely on their mastery of the Twilight, while others are happy with their natural abilities, and devote their training into other pursuits.

Abilities: Constitution, Wisdom, and Charisma are important to the Vampire, as Constitution boosts their hit points and even more resistance to the Twilight. Wisdom allows them to stay in the Twilight longer, and to resist mind affecting spells, and Charisma powers their Spells and Class abilities.

Alignment: Any

Wealth Bonus: +2

Action Points: 6 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Table: The Twilight Vampire

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Defense Bonus
Fort Ref Will
1st +0 +1 +1 +1 The Twilight, Charm, Night Creature, Drink 3
2nd +1 +2 +2 +2 4
3rd +2 +2 +2 +2 Minor Spell Mastery 4
4th +3 +2 +2 +2 5
5th +3 +3 +3 +3 Twilight Creature 5
6th +4 +3 +3 +3 6
7th +5 +4 +4 +4 Lesser Spell Mastery 6
8th +6/+1 +4 +4 +4 7
9th +6/+1 +4 +4 +4 Twilight Mastery 7
10th +7/+2 +5 +5 +5 Spell Mastery 8

Class Skills (Skill Points::7 + Int modifier per level, ×4 at 1st level)
All skills are class skills to a Night Watch Character.

Class Features[]

All of the following are class features of the Twilight Vampire.

Weapon and Armor Proficiency: The Twilight Vampire is proficient with all Simple Weapons, Light Armor, and One Archaic Weapon.

The Twilight (Su): Twilight Vampires have the ability to see into, and enter, the Twilight. See Step into the Gloom - Night Watch (3.5e Sourcebook)/The Night, the Day, and the Twilight

Charm: A Vampire may attempt to coerce a target (That he does not have to see or be able to converse with). They make opposed Charisma Checks. If the Vampire succeeds, then they may command the subject for one round. To Charm a person, a Vampire must have total concentration. They may not take any other actions except to coerce the target. In addition, the Vampire gains a +2 bonus to all Charisma based Checks (Except for their Charm Ability)

Drink: Unless a Vampire drinks at least a Pint of Blood every 3 days, they lose their Spell Masteries and Twilight Masteries (Night Creature, Twilight Creature, Twilight Mastery, Greater Twilight Mastery, and Lord of the Night).

Night Creature: A Vampire treats his Wisdom Bonus as being 2 points higher when determining how many times he can Fail Concentration checks in the Twilight.

Minor Spell Mastery: At 3rd Level, the Vampire learns a 0th Level Dark Spell that he may use 3 times a day. The DC is Charisma Based. (10 + 1/2 Level + Cha)

Twilight Creature: The Vampire gains a +4 bonus to Fortitude Saves to resist the effects of the Twilight

Lesser Spell Mastery: At 7th Level, the Vampire learns a 1st Level Dark Spell that he may use 3 times a day. The DC is Charisma Based. (10 + 1/2 Level + Cha)

Twilight Mastery: At 9th Level, a Vampire is no longer affected by the effects of the 1st level of the Twilight. This means he does not have to make Concentration Checks to enter or stay in the First Level of the Twilight.

Spell Mastery: At 10th Level, the Vampire learns a 2nd Level Dark Spell that he may use 3 times a day. The DC is Charisma Based. (10 + 1/2 Level + Cha)


Advanced Classes[]

You've begun to ascend past your former mentors, your colleagues, your old friends. The path to Greatness is a long and arduous one, but you aren't completely defenseless in your task. The Classes below outline the advanced classes for the Night Watch system.


Agent of the Inquisition[]

Inquisitors police the Night and Day Watches much in the way that the two Watches police normal others. They make sure that the treaty is followed to the letter by observing investigations and launching their own investigations for particularly heinous crimes. It is not uncommon for an Inquisitor to be asked to track down a particularly powerful, renegade Other.

Making an Agent of the Inquisition[]

Inquisitors can come from any class, From the ranks of Werewolves and Vampires, or Warlocks and Magicians. Any class can Benefit from taking levels in this class.

Abilities: Charisma is important to any Inquisitor who is attempting to gather information on an investigation, or uses Magic Items frequently. Wisdom and Constitution allow them to be hardier to the effects of tracking Powerful Others through the Twilight.

Alignment: Any

Requirements: Knowledge (Others) 10 Ranks, Knowledge (Twilight) 10 Ranks, Use Magic Device 10 ranks.

Wealth Bonus: +3

Action Points: 6 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Table: The Agent of the Inquisition

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Defense Bonus
Fort Ref Will
1st +0 +2 +2 +2 Word of the Inquisition 1
2nd +1 +3 +3 +3 Advanced Learning/Bonus Feat 1
3rd +2 +3 +3 +3 Efficient Item Use 2
4th +3 +4 +4 +4 +2 Charisma 2
5th +3 +4 +4 +4 Advanced Learning/Bonus Feat 3
6th +4 +5 +5 +5 Magic Item Mastery 3
7th +5 +5 +5 +5 +2 Charisma 3
8th +6/+1 +6 +6 +6 Advanced Learning/Bonus Feat 4
9th +6/+1 +6 +6 +6 Greater Magic Item Mastery 4
10th +7/+2 +7 +7 +7 Greater Word of the Inquisition 5

Class Skills (Skill Points::5 + Int modifier per level, ×4 at 1st level)
All skills are class skills to a Night Watch Character.

Class Features[]

All of the following are class features of the Twilight Werewolves.

Weapon and Armor Proficiency: The Agent of the Inquisition Gains no Weapon or Armor Proficiencies.

Word of the Inquisition: When dealing an Other, an Inquisitor gains a +2 bonus to Bluff, Intimidate, Diplomacy, and a +4 bonus to Sense Motive Checks.

Advanced Learning: If the Inquisitor can cast spells, they learn two additional spells of any level they can cast

Bonus Feat: Instead of a Bonus Spell, the Inquisitor may instead choose a Bonus Feat that they qualify for.

Efficient Item Use: Activating a Magical Item is reduced by one Action Step. (Full Round Action>Standard Action>Move Action>Swift Action>Free Action)

Magic Item Mastery: The Attack Rolls/Save DCs of any spells cast from a Magical Item are increased by 2

Greater Magic Item Mastery: When using a Magic Item that has charges, the Inquisitor may make a Concentration Check equal to 15+(Caster Level of the Item's Creator) as a free action. If he succeeds, the item activates as normal, but the charge is not expended

Greater Word of the Inquisition: The Bonus from Word of the Inquistion increases by an additional +2, in addition, the Inquisitor gains a +4 bonus to will saves against Enchantment and Illusion Spells.

High Magician[]

High Magicians are powerful spellcasters who have learned how to draw more energy from the Twilight, allowing them to cast more spells per day. Twilight Warlocks can benefit from this class as well, as it grants them access to 2 Fifth Level Spell Slots (And more, if their Intelligence is high enough.) The High Magician can either focus on Metamagic Masteries, or Item Creation Masteries. Or both.

Making a High Magician[]

High Magicians primarily come from the Twilight Magician and Twilight Warlock classes, but it's not uncommon for a Combat Magician to take levels in this class so they too, can cast more spells.

Abilities: As with any Twilight Spellcasters, Intelligence, Wisdom, and Charisma are your most important stats, followed closely by Constitution and Dexterity.

Alignment: Any

Requirements: Knowledge (Others) 10 Ranks, Knowledge (Twilight) 13 Ranks, Ability to cast 4th level Spells.

Wealth Bonus: +3

Action Points: 6 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Table: The High Magician

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Defense Bonus
Fort Ref Will
1st +0 +2 +0 +2 Extra Spells 1/0/0/0/0/0 1
2nd +1 +3 +0 +3 Extra Spells 2/1/0/0/0/0 1
3rd +1 +3 +1 +3 Metamagic Mastery/Item Creation Mastery 2
4th +2 +4 +1 +4 Extra Spells 3/2/1/0/0/0 2
5th +2 +4 +1 +4 Extra Spells 3/3/2/1/0/0 3
6th +3 +5 +2 +5 Metamagic Mastery/Item Creation Mastery. 3
7th +3 +5 +2 +5 Extra Spells 3/3/3/2/1/0 3
8th +4 +6 +2 +6 Extra Spells 3/3/3/3/2/1 4
9th +4 +6 +3 +6 Metamagic Mastery/Item Creation Mastery. 4
10th +5 +7 +3 +7 Extra Spells 3/3/3/3/3/2 5

Class Skills (Skill Points::5 + Int modifier per level, ×4 at 1st level)
All skills are class skills to a Night Watch Character.

Class Features[]

All of the following are class features of the High Magician

Weapon and Armor Proficiency: The High Magician Gains no Weapon or Armor Proficiencies.

Extra Spells: The High Magician Gets Extra Spells. At Level 1, they receive an additional 0th-Level spell slot. Consult the table above for information on how many extra spells they have at any given level. Note: A Level Ten High Magician has 3/3/3/3/3/2 Extra Spells. Not 18/15/12/9/6/3 extra spells.

Metamagic Mastery The High Magician becomes better at using Metamagic Effects. Choose one of the following Effects.

Spontaneous Metamagic: Applying a Metamagic Spell Effect is no longer a full round action.

Metamagic Adept: The Level Adjustment of your spells is reduced by 1, to a minimum of 1.

Metamagic Power: When using a Metamagic Effect, your spell is treated as being the increased spell level for the sake of determining save DC's.

Metamagic Counterspell: When using a Metamagic Spell, you may treat it as it's level being the increased spell level for the sake of Performing and Defending Against counterspells.

Item Creation Mastery: The High Magician becomes even more proficient at creating magical Items. Choose one of the Following Effects.

Quickened Item Creation: Creating a magic item takes 10% less time than normal. This effect may be chosen more than once.

Empowered Item Creation: A created magical item has 10% more magical charge than normal. This effect may be chosen more than once.

Heightened Item Creation: A created magical item treats it's caster level as being +2

Maximized Item Creation: A created magical item gains +2 to it's Save DCs/Attack Rolls.

High Vampire of the Twilight[]

High Vampires of the Twilight are terrifying personifications of the Realm that all Others draw power from. Where Vampires are Masters of the Twilight, High Vampires literally are the Twilight. One of their primary abilities is one that allows them to exist in the Twilight and the Real World at the same time.

Making a High Vampire of the Twilight[]

Only Vampires can become High Vampires, for obvious reasons.

Abilities: As with any Twilight Spellcasters, Intelligence, Wisdom, and Charisma are your most important stats, followed closely by Constitution and Dexterity.

Alignment: Any

Requirements: Twilight Vampire 10. Knowledge (Twilight) 8 ranks.

Wealth Bonus: +3

Action Points: 8 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Table: The High Vampire of the Twilight

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Defense Bonus
Fort Ref Will
1st +1 +2 +2 +2 Domination 1
2nd +2 +3 +3 +3 Greater Twilight Mastery 2
3rd +3 +3 +3 +3 Improved Spell Mastery 2
4th +4 +4 +4 +4 - 3
5th +5 +4 +4 +4 Bat Form. 4
6th +6/+1 +5 +5 +5 Advanced Spell Mastery 4
7th +7/+2 +5 +5 +5 - 5
8th +8/+3 +6 +6 +6 Dire Bat Form. 6
9th +9/+4 +6 +6 +6 Greater Spell Mastery 6
10th 10/+5 +7 +7 +7 Lord of the Night. 7

Class Skills (Skill Points::7 + Int modifier per level, ×4 at 1st level)
All skills are class skills to a Night Watch Character.

Class Features[]

All of the following are class features of the High Vampire of the Twilight:

Weapon and Armor Proficiency: The High Vampire of the Twilight Gains no Weapon or Armor Proficiencies.

Dominate: This ability works just like (And replaces) the Charm ability, except that the technique takes a Standard Action, rather than a Full-Round Action. In addition, they gain a +2 Bonus to their Dominate Checks, and +4 to all other Charisma Based Skills.

Greater Twilight Mastery: The Vampire becomes more adept at existing in the Twilight. He may exist in the Twilight and the Human World at the same time. From this point onward, the Vampire can use physical attacks against those in the Human world, but only when he is in the First Level of the Twilight.

Improved Spell Mastery: The Vampire gains access to a 3rd Level Dark spell that he may use 3/day.

Bat Form: The Vampire may turn into a normal bat 3/day. He may stay in this form as long as he wishes, and his physical stats become that of a normal Bat's. He does not use Echolocation, choosing to look directly through the Twilight.

Advanced Spell Mastery: The Vampire gains access to a 4th Level Dark Spell that he may use 3/day

Bat Form: The Vampire may turn into a Dire Bat 3/day. He may stay in this form as long as he wishes, and his physical stats become that of a Dire Bat's. He does not use Echolocation, choosing to look directly through the Twilight. In addition, his bite attack deals 1d2 points of Constitution Damage.

Greater Spell Mastery: The Vampire gains access to a 5th Level Dark Spell that he may use 3/day

Lord of the Night: The Vampire becomes a paragon of Undeath. He gains +4 Constitution. Once per round, one of his melee attacks deal 1 point of Constitution Damage. Whenever he uses this ability, he gains 5 temporary HP.

Master Shifter[]

This is an Advanced Class for Step into the Gloom - Nightwatch (3.5e Sourcebook)

This class is NOT suggested for Non-Night Watch campaigns, due to it's powerful abilities.

Master Shifters are Others who have mastered either Transmutation magic, or are Were-Creatures of some kind. This prestige class offers powerful options to those who prefer to stay in other forms than their normal, human one. Some of the abilities include staying in your shifted form longer, while others allow you to shift into your preferred form in an instant.

Making a Master Shifter[]

For the most part, Combat Magicians and Werewolves make up the bulk of the Master Shifter class.

Abilities: The ability scores that this class requires is dependent on the Primary Class it came from. Intelligence/Wisdom/Charisma for Magicians, and Strength/Dexterity/Constitution for Werewolves.

Alignment: Any

Requirements: BAB +5, Able to cast 3rd Level Transmutation Spells OR the Ability to Shift.

Wealth Bonus: +3

Action Points: 8 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Table: Master Shifter

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Defense Bonus
Fort Ref Will
1st +1 +2 +2 +0 Shift +1/day or Shift Mastery 1
2nd +2 +3 +3 +0 +2 Str while Shifting. 2
3rd +3 +3 +3 +1 - 2
4th +4 +4 +4 +1 Shift +1/day or Shift Mastery 3
5th +5 +4 +4 +1 +2 Dex while Shifting 4
6th +6/+1 +5 +5 +2 - 4
7th +7/+2 +5 +5 +2 Shift +1/day or Shift Mastery 5
8th +8/+3 +6 +6 +2 +2 Con While Shifting 6
9th +9/+4 +6 +6 +3 - 6
10th 10/+5 +7 +7 +3 Shift +1/day or Shift Mastery,+4 Str/Dex/Con while Shifting. 7

Class Skills (Skill Points::7 + Int modifier per level, ×4 at 1st level)
All skills are class skills to a Night Watch Character.

Class Features[]

All of the following are class features of the Master Shifter:

Weapon and Armor Proficiency: The Master Shifter Gains no Weapon or Armor Proficiencies.

+1 Shift/Day: Werewolf Only- The Master Shifter gains an additional Werewolf Shift per day.

Shifting Masteries: In order to Access Shifting Masteries, a Magician must choose a Transmutation spell that alters her species (Tiger Polymorph is fine. Bull's Strength is not). That spell is now her favored form. Whenever she chooses a shifting mastery (which werewolves can also choose) she may gain one of the following effects.

Quickened Shifting: Shifting is now a free action.

Reactive Shifting: You may shift automatically whenever you take damage (If you want to), even when it isn't your turn.

Extend Shift: You may stay in a shifted form for 3 rounds longer. You may choose this ability multiple times.

Conserve Shift: Werewolf Only- At the end of your Shift Duration, you may make a Concentration Check. The DC is equal to 20 + Rounds stayed in shifted form. If you succeed, the shift use is not expended.

Ability increases while Shifting: While in a Shifted Form, the Master Shifter gets bigger stat bonuses. At level 10, these bonuses increase to +4 instead of +2.

Allegiance and Spellcasting[]

Depending on whether or not you are a Dark Other or a Light Other will determine which spells you can cast easily, and which spells are more difficult for you. As a rule, Light Others can cast Light Spells without Penalty. And Dark Others can cast Dark Spells Without Penalty.

If you attempt to cast a spell of an Opposing Allegiance, you have to make a Charisma Check equal to 10 + Spell level. Regardless of whether or not you pass, you still cast the spell. However, if you fail the Charisma check, you take 1 point of Constitution Damage.

The Following is a List of Dark and Light spells according to level. Any spell that is not on this list is a Universal Spell, and Anyone can cast it without penalty.

In addition. Certain spells have been removed or Modified. Raise Dead and other Resurrection effects do not work. In addition, Polymorph Spells have been Removed, and have been replaced with new Polymorph Effects found in the New Spells Section.

Light Spells[]

0th
Light
Cure Minor Wounds

1st
Burning Hands
Power Device
Sleep
Cure Light Wounds
Remove Fear

2nd
Glitterdust
Cure Moderate Wounds
Delay Poison
Lesser Restoration
Remove Paralysis

3rd
Fireball
Flaming Projectiles
Lightning Bolt
Cure Serious Wounds
Remove Curse
Remove Disease
Searing Light

4th
Wall of Fire
Cure Critical Wounds
Neutralize Poison
Restoration

5th
Mass Cure Light Wounds
Flaming Wrath


Dark Spells[]

0th
Daze
Inflict Minor Wounds

1st
Cause Fear
Inflict Light Wounds
Ray of Fatigue

2nd
Spider Climb
Web
Inflict Moderate Wounds
Shatter

3rd
Animate Dead
Bestow Curse
Inflict Serious Wounds
Slow

4th
Bestow Curse
Fear
Ice Storm
Wall of Ice
Inflict Critical Wounds

5th
Mass Inflict Light Wounds
Insect Plague
Cloudkill
Cone of Cold