Lhazaaran Shadowblade
Lhazaaran Elf class — see Classes for the full list.
The lhazaaran shadowblades are said to inherit their power from the Dragon House of Thuranni, which once possessed the Mark of Shadow. They are masters of stealth, spying, and assassination.
Lhazaaran Shadowblade Level Progression / Spell Progression*
| Experience | Title | Level | Hit Dice | Backstab | 1 | 2 | 3 | 4 | 5 | Caster Level |
|---|---|---|---|---|---|---|---|---|---|---|
| 0 | Arcanist-Avenger | 1 | 1d6+1 | +1d | - | - | - | - | - | - |
| 2,900 | Seer-Enforcer | 2 | 2d6 | +1d | 1 | - | - | - | - | 1 |
| 5,800 | Thaumaturgist-Torturer | 3 | 3d6 | +1d | 2 | - | - | - | - | 2 |
| 11,600 | Magician-Slayer | 4 | 4d6 | +1d | 2 | - | - | - | - | 2 |
| 23,200 | Thaumaturge-Destroyer | 5 | 5d6 | +2d | 2 | 1 | - | - | - | 3 |
| 46,400 | Enchanter-Executioner | 6 | 6d6 | +2d | 2 | 2 | - | - | - | 4 |
| 95,000 | Sorcerer-Blackguard | 7 | 7d6 | +2d | 2 | 2 | 1 | - | - | 5 |
| 190,000 | Mage-Assassin | 8 | 8d6 | +2d | 2 | 2 | 2 | 1 | - | 7 |
| 340,000 | Shadowblade | 9 | 9d6 | +3d | 3 | 2 | 2 | 1 | - | 7 |
| 490,000 | Shadowblade, 10th Level | 10 | 9d6+2 | +3d | 3 | 2 | 2 | 2 | - | 8 |
| 640,000 | Shadowblade, 11th Level | 11 | 9d6+4 | +3d | 3 | 2 | 2 | 2 | 1 | 9 |
| Shadowblade Saving Throws | ||||||
|---|---|---|---|---|---|---|
| Level | Paralysis | Death | Blast | Implement | Spells | Attack Bonus |
| 1-2 | 12+ | 12+ | 13+ | 14+ | 15+ | +0 |
| 3-4 | 11+ | 11+ | 12+ | 13+ | 14+ | +1 |
| 5-6 | 10+ | 10+ | 11+ | 12+ | 13+ | +2 |
| 7-8 | 9+ | 9+ | 10+ | 11+ | 12+ | +3 |
| 9-10 | 8+ | 8+ | 9+ | 10+ | 11+ | +4 |
| 11 | 7+ | 7+ | 8+ | 9+ | 10+ | +5 |
Combat Characteristics
Combat Proficiencies: Shadowblades have weapon proficiency with all missile weapons and with all tiny, small, and medium melee weapons. They have armor proficiency with light and very light armor. They have fighting style proficiency with the dual weapon and two-handed weapon styles, but not with the weapon and shield style.
Combat Progression: Shadowblades advance in attack throws and saving throws as thieves, by two points every four levels. They can cleave after felling a foe a maximum of once per round per every two class levels (rounded down).
Starting Class Powers
Lhazaaran shadowblade Skill Progression
| Level | Acrobatics | Hiding | Sneaking |
|---|---|---|---|
| 1 | 18+ | 19+ | 17+ |
| 2 | 17+ | 18+ | 16+ |
| 3 | 16+ | 17+ | 15+ |
| 4 | 15+ | 16+ | 14+ |
| 5 | 14+ | 15+ | 13+ |
| 6 | 13+ | 14+ | 12+ |
| 7 | 12+ | 12+ | 10+ |
| 8 | 11+ | 10+ | 8+ |
| 9 | 10+ | 8+ | 6+ |
| 10 | 9+ | 6+ | 4+ |
| 11 | 8+ | 4+ | 2+ |
As with thieves, many of the shadowblade’s skills improve as the shadowblade gains levels according to the progression on the Lhazaaran Shadowblade Skills table.
Backstabbing: Shadowblades are skilled at treacherously attacking unprepared enemies. A shadowblade can backstab any vulnerable opponent. Backstabs can be made in melee or with missile weapons at short range but cannot be made with missile weapons at medium or longer range. When backstabbing, a shadowblade gains a +4 bonus to hit and if the attack succeeds, the shadowblade deals an additional die of damage for every four levels he has attained.
Disguise: The shadowblade can make himself or a subject resemble another person. This can be a real person (e.g. “the priestess Genelen of Türos Tem”) or a fictional persona the shadowblade makes up for purposes of his disguise (e.g. “an orc scout named Grik”). When creating the disguise, the shadowblade must have access to a disguise kit with cosmetics and wigs, as well as to any clothing and accessories necessary for the disguise. If imitating a real person or a creature of another race, he must also have either a detailed sketch of the person or race to be imitated or be personally familiar with the person or race. Once put on, the disguise lasts until the shadowblade takes it off or until he bathes, disrobes, or gets wet. Discarding a disguise takes one full round.
Creating the disguise requires is an ancillary activity requiring 6 turns (one hour). At the end of the time, the shadowblade must make a proficiency throw of 11+. The shadowblade gains a +2 bonus if disguising himself as a fictional persona of his own making. He suffers a -2 penalty to his throw if imitating another sex, another race, or another age than himself (all penalties are cumulative). If the throw fails, the disguise fools no one, but the shadowblade can try again if desired.
If the throw succeeds, the shadowblade has made an excellent disguise that will fool most people. A creature who is intimately familiar with the disguised shadowblade or the person being imitated might see through it. After the creature spends one round interacting with the disguised shadowblade, he can make a proficiency throw 14+ to identify the shadowblade, adding his Will modifier to their die roll. The creature can check again after one turn (10 minutes) of interaction, one hour of interaction, and every eight hours of interaction thereafter.
This is effectively the Disguise proficiency and can be improved by taking the proficiency additional times. Each time it is taken, the shadowblade gains a +2 bonus to his proficiency throw, while those attempting to see through his disguise suffer a -2 penalty.
Hiding: Shadowblades are trained to skulk unseen in the cover of darkness. A shadowblade can begin hiding as a combat action anytime he is in cover, dim light, or darkness. When the shadowblade begins hiding, the Judge must make a Hiding proficiency throw on behalf of the scoundrel. A shadowblade will always think he is successful in this skill and will not know otherwise until others react to his presence. Regardless of whether the throw succeeds, opponents encountering the shadowblade suffer a -2 penalty to surprise rolls as long as he remains stationary in cover, dim light, or darkness.
If the throw succeeds, the shadowblade is hidden. If the throw fails, the shadowblade is not hidden. No creature can claim line of sight on a scoundrel that is hidden from it. If a hidden shadowblade engages an unengaged opponent, the opponent cannot make a free facing change (see Combat). If an opponent knows the hidden shadowblade’s general location, the opponent can attack him in melee at a -4 penalty, but it cannot even blindly attack the shadowblade if it doesn’t know his general location. The hidden condition expires at the end of the shadowblade’s initiative if he moves or attacks. It also terminates if the cover, dim light, or darkness no longer conceals the shadowblade from his opponents.
Quiet Magic: Shadowblades can cast their spells with minimal words and gestures. A successful proficiency throw to hear noise is required to hear the shadowblade cast spells. Full binding and gagging is necessary to prevent the shadowblade from working magic. (This class power is the equivalent of Quiet Magic proficiency.)
Sneaking: Shadowblades learn to prowl with great stealth. A shadowblade can begin sneaking as a movement action. He can sneak at his encounter speed or one-half combat speed without penalty. If he moves greater than one-half combat speed, he takes a -2 penalty to the Sneaking proficiency throw. If he runs, he takes a -5 penalty.
When the shadowblade begins sneaking, the Judge must make a Sneaking proficiency throw on behalf of the shadowblade. A shadowblade will always think he is successful in this skill and will not know otherwise until others react to his presence. Regardless of whether the throw succeeds, opponents encountering the shadowblade suffer a -2 penalty to surprise rolls if the shadowblade is outside their line of sight.
If the throw succeeds, the shadowblade is also sneaking. If the throw fails, the shadowblade is not sneaking. When sneaking, the shadowblade makes no noise when he moves — none whatsoever. Even alert creatures that make a successful Listening proficiency throw will not hear a sound. When a sneaking shadowblade engages an unengaged opponent from the rear, the opponent cannot make a free facing change.
Shadowy Senses: Since the bright light of torches will reveal their positions, shadowblades learn to rely on superior night-vision, keen hearing and smell, and echolocation to slowly scout through dark alleys, lightless dungeons, and star-lit rooftops. When moving at combat speed or exploration speed, a shadowblade can “see” as if he were carrying a light source that sheds dim light in a 60’ radius. Shadowy senses can be used to fight, probe for traps, and so on. However, shadowy senses cannot be used to discern colors, faces, markings, or flat images (such as frescoes and murals) or to read books, maps, or scrolls. Shadowy senses does not function if the shadowblade is charging or running, if deafened, or if in an area of bright light, magical darkness, or magical silence. Because it counts as dim light, an opponent can hide from shadowy senses.
Streetwise: The shadowblade has learned the hard lessons taught by life as a criminal. He might begin play as a member of an assassin’s guild or other criminal syndicate (Judge’s discretion). He can engage in hijinks if he has the necessary proficiencies or thief skills. He can automatically identify gestures, signs, slang, and territory of criminal organizations in his home settlement. He can identify those of other urban settlements with a proficiency throw of 11+. Secret organizations or organizations in far-off cities might be harder to recognize. (This class power is equivalent to one rank of Streetwise proficiency.)
Thuranni Shadowcraft: The magic of illusion is thick in the shadowblade’s blood. When the character casts illusion spells (such as phantasmal figment, the spell effects are calculated as if he were two caster levels higher than actual. Targets of his illusion spells suffer a -2 penalty to their saving throw. His eligibility to conduct magic research is determined as if he were two caster levels higher than actual. He gains a +2 bonus on magic research throws and increases his research rate by 10% when researching illusion magic. Additionally, he gains a +2 bonus to all saving throws to disbelieve the illusions of others.
The benefits of this ability can partially stack with the Mastery of Enchantments and Illusions proficiency such that the spell effects of his illusions will be calculated as if he were three caster levels higher, targets of his illusions will suffer a -3 penalty to their saving throws.
Additional Class Powers
Arcane Magic (2nd): As magical assassins, shadowblades learn and cast arcane spells. However, they are not as devoted to the arcane arts as mages, so their caster level and progression are at a slower rate. The shadowblade’s caster level, and the number and levels of spells the shadowblade can cast in a single day, are listed on the Shadowblade Spell Progression table. Like a mage, a shadowblade’s spell selection is limited to the spells in his repertoire. A shadowblade’s repertoire can include up to the number and level of spells listed for his level, increased by his Intellect bonus. A drow shadowblade can cast spells while wearing armor he is proficient with.
Minor Magical Research (7th): The lhazaaran shadowblade can research spells, scribe magical scrolls, and brew potions as if he were a 5th level mage.
Hideout (9th): By acquiring a hideout worth at least 5,000gp, the shadowblade can attract followers to his service. 2d6 1st level shadowblades will arrive to serve him as followers within 1d4 weeks of him acquiring the hideout. If the shadowblade already has a hideout, the followers arrive to serve him within 1d4 weeks of him reaching 9th level. If hired, the followers must be paid standard rates for henchmen. These followers will serve the character with some loyalty, though at least one will be an infiltrator working for the shadowblade’s local rivals, sent to keep an eye on the character. A cunning and resourceful shadowblade can use these followers to start a criminal syndicate. Additional rules for hideouts and syndicates are detailed in Campaigns.
Racial Traits
As Lhazaaran elves, all shadowblades also possess certain benefits and drawbacks from their bloodline.
After the Flesh: For most mortals, undeath is a curse. For lhazaaran elves, it is a pathway to power. If transformed into intelligent undead, the lhazaaran retains his racial powers and his class abilities. Once transformed, the bloodsail can continue to advance in Hit Dice without limit, even past his class’s maximum level. All of the lhazaaran’s class abilities will continue to progress without regard to his class’s maximum level, to a maximum of 14th level. The ACKS II Judges Journal offers additional rules for characters advancing via this power.
Illmarrow’s Blessing: Because of their connection to the Emerald Queen, lhazaaran elves are completely unaffected by diseases caused by undead and gain a +1 bonus to Paralysis and Death saving throws. Their robust vitality grants a +1 bonus to their HD roll at 1st level. (These adjustments are already factored into their HD and saving throws on the tables.)
Dark Soul: Because of their black spirits, the grim embrace of death holds special perils for lhazaaran elves. Whenever a deceased lhazaaran elf rolls on the Tampering With Mortality table, he suffers a penalty on the 1d20 roll of -1 per class level.
Inexorable: Lhazaarans are inexorable in the face of horrors that terrify normal men. They are immune to all fear effects.
Lhazaaran Tongues: Due to their background and training, all lhazaarans can speak Caernathi, Common, Dwarf Giant, and Lhazaaran.
Class Proficiencies
Proficiency Progression: At 1st level, shadowblades select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 4th and 8th level. They select an additional general proficiency at 5th and 9th level.
Lhazaaran Shadowblade Proficiency List: Battle Magic, Black Lore of Mabar, Blind Fighting, Combat Reflexes, Contortionism, Counterspelling, Eavesdropping, Elementalism, Familiar, Fighting Style Specialization, Kin-Slaying, Magical Engineering, Mastery of Enchantments & Illusions, Mystic Aura, Navigation, Passing Without Trace, Poisoning, Precise Shooting, Prestidigitation, Running, Seafaring, Sensing Power, Skirmishing, Skulking, Sniping, Swashbuckling, Unflappable Casting, Unarmed Fighting, Wakefulness, Weapon Focus, Weapon Finesse
Shadowblade Templates
| 3d6 Roll | Template | Proficiencies | Starting Equipment |
|---|---|---|---|
| 3 – 4 | Rogue | Prestidigitation Survival Navigation | Handmade short bow, quiver with 20 arrows, short sword, leather armor, patched cloak, stained tunic and pants, embossed belt, scuffed low boots, backpack, 50’ rope, waterskin, 1 week’s iron rations, 1gp (enc. 4 5/6 st) |
| 5 – 6 | Pursuer | Sniping Tracking Endurance | Long bow, quiver with 20 arrows, bola, menacingly curved sword, dagger in boot-sheath, supple leather armor, grey-green cloak, dark tunic and pants, embossed belt, low boots, backpack, 50’ rope, manacles, waterskin, 1 week’s iron rations, 4gp (6 1/6 st) |
| 7 – 8 | Antagonist | Skirmishing Intimidation Tracking | Long bow, quiver with 20 arrows, well-honed sword, 5 darts in bandoleer, dagger in boot sheathes, scarred leather armor, grey-green cloak, dark tunic and pants, embossed belt, low boots, backpack, waterskin, 1 week’s iron rations, 22gp (enc. 5 st) |
| 9 – 10 | Duelist-for-hire | [[Fighting Style Specialization | Fighting Style Spec.]] (dual weapon) Manual of Arms Bargaining |
| 11 – 12 | Silent Slayer | Skulking Alchemy Trapping | Composite bow, quiver with 20 arrows, menacingly curved short sword and dagger, supple leather armor, black cloak with hood and bandana, black tunic and pants, padded sandals, backpack, crowbar, 50’ rope, grappling hook, small hammer, 12 iron spikes, waterskin, 1 week’s iron rations, 3gp (enc. 6 4/6 st) |
| 13 – 14 | Avenger | Battle Magic Collegiate Wizardry Alchemy | Composite bow, quiver with 20 arrows, short sword, wavy-bladed silver dagger, leather armor under midnight blue mage’s cassock, leather belt, low boots, backpack, quill and ink, waterskin, 1 week’s iron rations, 25gp (enc 5 st) |
| 15 – 16 | Deceiver | Poisoning Romance Disguise | Composite bow, quiver with 20 arrows, slender short sword, dagger, coiled leather whip, light arena armor, leather cloak, elegant linen tunic and pants, silk sash, high boots, backpack, manacles, waterskin, 1 week’s iron rations, 38gp (enc. 5 1/6 st) |
| 17 – 18 | Enforcer | Kin-Slaying Riding Intimidation | Composite bow, quiver with 20 arrows, pair of menacingly curved short swords, leather armor, traveler’s tunic and pants, riding boots, light riding horse, riding saddle and tack, leather saddlebag, waterskin, 1 week’s iron rations, 3gp (enc. 3 4/6 st with rations on horse) |
Notes: Most characters of this class have above average Intellect, and the templates above reflect that. Each template assumes that the character has an INT attribute of between 13 and 15, qualifying him for one bonus proficiency. The bonus proficiency that each template begins with is noted last. For characters with INT of less than 13, delete the third proficiency. For characters with INT higher than 15, select the appropriate number of additional general proficiencies.
Spells
Studious arcane caster: choose the repertoire from the whole arcane spell list. See Magic and Spellcasting for how repertoires work.