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Twisted Lord

(The Shattered Gates of Slaughtergarde, page 13, DnD 3.5)


The stealthy assassins of the Ebon Cabal, twisted lords can turn their visages fearsome at a moment's notice.

Requirements

Skills required: Bluff 9 ranks, Intimidate 5 ranks

Special: You must have an affiliation score of 9 or higher with in the Ebon Cabal to become a twisted lord. If your affiliation score drops below 9 after you have become a twisted lord , you retain all class features and the ability to advance in the class.

Special: You must ritualistically consume twistroot (see Advancement).

Advancement: Anyone who has earned the rank of Ebon master and has shown the ability to manipulate people by guile and coercion is eligible to consume twistroot from the Slaughterscar. If done in ritual fashion, twistroot ingestion turns you into a twisted lord. The process is not only painful, it's accompanied by horrifying nightmares that a few would-be twisted lords find fatally frightening. The twistroot nightmares leave persistent scars on your psyche that you eventually learn to use as weapons.

As a twisted lord, you're probably in great demand as a spy and assassin. Your colleagues in the Eben Cabel are eager to send you off on all sorts of missions involving stealth and skulduggery, and maybe even a few knives in the dark.

Hit die

d6

Skill points

Skillpoints per level: 8 + intelligence modifier.

Class features

Twisted Form (Ex): When you enter this class. you gain the ability to adopt a twisted form by taking a move action to do so. Your face takes on a sinister, misshapen cast. Your limbs lengthen and bend, and your spine stoops. The symmetry of your body becomes a thing of the past.

While in your twisted form, you gain a +4 bonus on Bluff checks to feint in combat, a +4 bonus on Intimidate checks to demoralize an opponent, and a +4 bonus on Escape Artist checks. You take a -4 penalty on Diplomacy checks and other attempts to influence an NPC's attitude.

You can remain in your twisted form as long as you like. Many twisted lords find it more comfortable than the form they had before they partook of twistroot.

Sneak Attack: Beginning at 2nd level, you deal extra damage when you are flanking an opponent or at any rime when the target would be denied its Dexterity bonus. This extra damage only app lies to ranged attacks if the target is within 30 feet. See the rogue class feature (PH 50). Your sneak attack damage improves at 5th and 8th level. This extra damage stacks with sneak attack damage from other sources (such as levels in the rogue class).

Improved Feint: At 3rd level. you gain Improved Feint as a bonus feat.

Peripheral Invisibility (Su): Starting at 4th level, you can briefly become invisible if no one's staring right at you. Doing so takes only a swift action, but you can't use peripheral invisibility if anyone succeeded on a Spot check against you or attacked you in the previous round. Peripheral invisibility lasts for 1 round. Once you've used it, you must wait 1 minute before using it again.

Improved Demoralize: When you reach 6th level, your misshapen features are particularly unnerving to your enemies. You can attempt to demoralize an opponent (see Intimidate, PH 76) as a move action rather than a standard action.

Twist Target (Su): At 7th level, you develop a rudimentary ability to worm your way into an opponent's mind. If you are adjacent to a shaken foe, you can try to momentarily confuse that enemy by taking a standard action to project the force of your personality. Your target must make a will save (DC 10 + your twisted lord level + your Cha modifier). If the save fails, that foe must make a melee attack at his highest bonus against any adjacent ally at the beginning of his next turn. After that attack, your enemy is no longer shaken. This is a mind-affecting fear effect.

Twist Perceptions (Su): At 9th level and higher , you can take a standard action to project the distortions in your body into the perceptions of an adjacent creature th at is shaken. Your target must make a Will save (DC 10 + your twisted lord level + your Cha modifier). If the save fails, your opponent is stunned . After the save attempt. suecessful or not, your foe is no longer shaken. At the end of each of your target's turns, he can attempt another Will save to shake off the stunned condition. He remains stunned until he succeeds.

Twist Mind (Su): At 10th level. you master the ability of twisting others' minds with visions that both repulse and fascinate. If you are adjacent to a shaken foe, by taking a standard action, you can assume control of your enemy. Your target must make a Will save (DC to + your twisted lord level + your Cha modifier). If the save fails, you can control your enemy's actions on subsequent rounds, taking a standard action each round to do so. At the end of each of your enemy's turn s, he can attempt another Will save to shake off control. He remains under your command until he succeeds on the will save or until you choose not to spend a standard action controlling him.

Class Advancement

Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Twisted form
2nd +1 +0 +3 +0 +1d6 sneak attack
3rd +2 +1 +3 +1 Improved Feint
4th +3 +1 +4 +1 Peripheral invisibility
5th +3 +1 +4 +1 +2d6 sneak attack
6th +4 +2 +5 +2 Improved demoralize
7th +5 +2 +5 +2 Twist target
8th +6 +2 +6 +2 +3d6 sneak attack
9th +6 +3 +6 +3 Twist perceptions
10th +7 +3 +7 +3 Twist mind

Class Skills

Skill nameUntrained?Key Ability
AppraiseYesINT
BalanceYesDEX*
JumpYesSTR*
BluffYesCHA
ClimbYesSTR*
CraftYesINT
Decipher ScriptNoINT
DiplomacyYesCHA
Disable DeviceNoINT
DisguiseYesCHA
Escape ArtistYesDEX*
ForgeryYesINT
Gather InformationYesCHA
HideYesDEX*
IntimidateYesCHA
Knowledge (local)NoINT
ListenYesWIS
Move SilentlyYesDEX*
Open LockNoDEX
ProfessionNoWIS
SearchYesINT
Sense MotiveYesWIS
Sleight of HandNoDEX*
SpotYesWIS
SwimYesSTR*
TumbleNoDEX*
Use Magic DeviceNoCHA
Use RopeYesDEX