Black Mask (3.5e Class)

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<-Black Mask->[edit]

<- Much like the rogue, the Black Mask finds stealth to be his most valuable ally. What separates a Black Mask from a Rogue is their choice of stealth. While a Rogue would simply rely on avoiding and sneaking around his foe, a Black Mask would much rather confuse and play with his foes mind. Forcing his foe not to see him, but rather see something or someone entirely different. Where they relate is simple. They both tend to be viciously dangerous when they get the drop on their foe. It is said that if you were to turn your back to a Black Mask, it would be the last thing you ever do. Little is known of their origin and history. For what we have gathered, they come from a group known as The Pathfinders. An extremely secretive organization that is split between many different mask variants, each being more deadly than the last. There are many different races within the Pathfinders organization, which tells us that any and all races can become a mask. In order to know more about these Pathfinders, you'll have to join in and find out for yourself. ->.

Making a <-Black shade->[edit]

Strong points and weak points, and effectiveness with party members.

Abilities: <-Stealth, Mobility & Speed->. Because of your knack for being one with the shadows you gain the stealthly feat, dodge, mobility and combat reflexes. As well as +2 to dex and Con. And a 20’ movement speed bonus.

Races: While any race can be a black mask, it is most common to find the less beefy races within the Black Mask catagory. Such as Elves, Halflings and Humans.

Alignment: Like the race discussion, alignments vary just as much if not more when it comes to this class.

Starting Gold: starting gold; 2d10->×10 gp

Starting Age: All types of people and beasts join every year making it hard to determine just exactly where a starting age would be for a Black Mask.

Table: The <-Black Shade->

Hit Die: d<-D10->

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Pay Attention, Bonus Feat, Sneak Attack 2d6
2nd +2 +0 +3 +0 Vanish, Bonus Feat
3rd +3 +1 +3 +1 Blade Singing, Blade Recall, Sneak Att. 3d6
4th +4 +1 +4 +1 Vital Stab, Bonus Feat
5th +5 +1 +4 +1 Blade Of Hungry Leeches, Sneak Attack 4d6
6th +6 +2 +5 +2 Mind Puzzle, Bonus Feat
7th +7 +2 +5 +2 Hide In Plain Sight, Sneak Attack 5d6
8th +8 +2 +6 +2 Dark Vision Bonus Feat
9th +9 +3 +6 +3 Down Under, Sneak Attack 6d6
10th +10 +3 +7 +3 Evasion, Bonus Feat
11th +11 +3 +7 +3 Shadow Summoner (2), Sneak Attack 7d6
12th +12 +4 +8 +4 Uncanny Dodge, Bonus Feat
13th +13 +4 +8 +4 Shadow Shift, Sneak Attack 8d6
14th +14 +4 +9 +4 Extra Attack, Bonus Feat
15th +15 +5 +9 +5 Advanced Blade Singing, Sneak Att. 9d6
16th +16 +5 +10 +5 Advanced Down Under, Bonus Feat
17th +17 +5 +10 +5 Multi Shadow Summoner(4), Sneak Attack 10d6
18th +18 +6 +11 +6 Mind Shatter, Bonus Feat
19th +19 +6 +11 +6 Advanced Vanish, Sneak Attack 10d8
20th +20 +6 +12 +6 Unmasking, Bonus Feat

Class Skills (<-10 skill points-> + Int modifier per level, ×4 at 1st level)

Class Features[edit]

Class skills: (8+Int modifier per level, X4 at 1st level) Appraise, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Handle Animal, Intimidate, Jump, Knowledge (Local), Knowledge (Arcana), Listen, Move Silently, Open Lock, Ride, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Swim, Tumble, Use Magic Device, Use Rope.

Pay Attention: When behind a foe within 10 Ft, you are granted a free action. Even if it is not your turn, your free action goes before your opponent takes his action.

Sneak Attack: If a Black Shade can catch an opponent when he/she is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The Black Mask's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 2d6 at 1st level, and it increases by 1d6 every two Mask levels thereafter. Should the Black Mask score a critical hit with a sneak attack, this extra damage is multiplied.

Bonus Feat: At 1st level, a Black Shade gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Black Mask gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th).

Vanish: Upon taking damage, you may reappear anywhere within 20 FT of your current location. This is a free action and does not invoke an attack of opportunity.

Blade Singing: When holding a light weapon in either hand, you may “duplicate” your blades damage by (1). Giving you times (2) damage in each hand. Example: If you have one weapon in each hand and duplicate those blades damage, you will then have a total of times four/(4) damage . The duplicated blade does full damage just like normal. This bonus is also applied to your bleed damage and stacks when making a critical attack.

Blade Bleeding: When you have successfully attack an opponent, you may activate this ability as a free action to pull the blades out of your opponent. Causing 2d8 bleeding damage for each attack made with your blade. DC Save for opponent to resist damage is 10 + your Mask Level+ dex mod. This damage is increases by 1d8 every other level.

Vital Stab:45% Chance to ignore AC on counter attacks.

Blade Of Hungry Leeches: Any bleeding damage you cause to your foe, you gain back in health.

Mind Puzzle: You cast an illusion on your foe forcing them to see you as ally and their allies as foe. (DC Save is 18 + Constitution Modifier) and last for 1d6 rounds. This is an area effect and any one with 60 feet must make the save. (Excluding Yourself and allies).

Hide In Plain Sight: A Black Shade can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a Black Mask can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.

Dark Vision: A Black Shade can see in the dark as though he were permanently under the effect of a darkvision spell.

Down Under: Your foe must make a (DC Save of 20 + Constitution Modifier) or be put to sleep for 1d4 rounds. This will only work on a single target.

Evasion: A Black Shade can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Black Mask is wearing light or medium or no armor.

Shadow Summoner(2): At Half health, you may summon your shadow and an allies to fight by your side. Your shadow is an exact copy of you and your ally in every way, with the exception that when summoned, your shadow only gets half your total HP. May only be used 3 times a day before needing a short or long rest.

Uncanny Dodge: A Black Shade can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Shadow Shift: You may make an action to jump from one location to another via shadows. Must be within 100 feet.

Extra Attack: You have learned to push yourself past your limits and with that, you now may make three major actions every turn.

Advanced Blade Singing: When holding a light in hand, you may “duplicate” your damage again on top this stacks with the duplication originally.Example: If you have one knife in each hand and duplicate those blades damage, you will then have a total of 4 times normal damage without making a critical attack. The duplicated blade does full damage just like normal. This also combines with the critical damage on normal critical hits.

Advanced Down Under: Your foe must make a (DC Save of 20+Con Mod+dex mod) or be put to sleep for 1d6 rounds. This will now work on up to (4) targets.

Multi Shadow Summoner: At Half health, you may summon your shadow along with three other ally’s shadows to fight by your side. Your shadow is an exact copy of you in every way, with the exception that when summoned, your shadow now gets your total HP, and the other persons shadow has half their HP. Can now only be used when there are shadows but now this ability can be used at will.

Mind Shatter: Five times per day you may use mind shatter, (DC Save 20 + Constitution Modifier) if DC is failed, your foe begins to bleed from the eyes, nose, mouth and ears. Taking (1d20+Mask Level) Bleeding Damage. This effects everyone who can see you up to 60 feet and you may only use it once per encounter.

Advanced Vanish: You may now reappear anywhere within 1 mile without the need to take damage for activation.

The Unmasking: Any time you reveal your true face, causing all enemies within 100 feet who can see you, to become paralyzed upon a failed (DC Save of 25+Constitution Modifier+ level) for 1d10 rounds.


Weapon and Armor Proficiency: All simple and Martial Weapons, Light & Medium Armour.


Gear: <-Breast Plate or Studded Leather (a)Rapier or (b)Short Sword (a)Short Bow and quiver of 30 arrows or (b)Light Cross Bow and 30 bolts (a)Kunai Knives 30 or (b)Shuriken Knives 30 (a)Dungeoneers Pack or (b)Explores Pack.->.

Gold: <-250 Gold.->.

Campaign Information[edit]

Playing a <-Black Mask->[edit]

Other Classes: <-A Black Mask will usually works well with all alignments and prefers to travel in small or medium groups. They work well with fighters and rogues->.

Combat: <-Flex Role:A Black Mask can be utilized anywhere on the field that they are needed. Typically used to change the tide of battle with their extensive knowledge of Neurological Paralysis->.

Advancement: <-Typical advancement options for characters with this class. Include Rogues or Fighters->.

<-Pathfinders-> in the World[edit]

<-"There is nothing more powerful than the mind, learn to control that, and you learn how to control the fight." -Jacoby Baker->
—<-NPC name->, <-race-> <-class->


Daily Life: <-An average day for a Black Mask consist of training and reading on the practices of the brain. When they are not doing that, they can be found out and about seeking more knowledge and more power to further help their cause.->.

Notables: <-No one in the Pathfinders organization is more notable that Oujja, Carver, Magra, and Odwin.->.

Organizations: <-Pathfinders->. This class couldn't of been made with out my good buddy Josh! Original creator of the Black Mask!


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