Obsidian Disciple

## Summary

The shadows of Oblivion do not wait idly for the end of all things.  Made infamous throughout Coznakk thanks to the Obsidian Brotherhood, Obsidian Disciples are one part assassin and one part cultist, with each life claimed bringing Creation one step closer to its ultimate end.

## Game Rule Information

**Alignment:** Any non-good

**Hit Die:** d8

### Class Skills

The Obsidian Disciple's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana)(Int), Knowledge (religion)(Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

**Skill Ranks per Level:** 6 + Int modifier

### Class Features

The following are the class features of the Obsidian Disciple.

**Weapon and Armor Proficiency**: Obsidian Disciples are proficient with all simple and martial weapons. They are proficient with light armor but not with shields.

**Studied Target (Ex)**: An Obsidian Disciple can study an opponent the Obsidian Disciple can see as a move action. The Obsidian Disciple then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of Obsidian Disciple class abilities against that opponent increase by 1 (except for the Assassinate ability). An Obsidian Disciple can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the Obsidian Disciple studies a new target.

If an Obsidian Disciple deals sneak attack damage to a target, the Obsidian Disciple can study that target as an immediate action, allowing the Obsidian Disciple to apply his or her studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to Obsidian Disciple ability DCs against a studied target increase by 1. In addition, at each such interval, the Obsidian Disciple is able to maintain these bonuses against an additional studied target at the same time. The Obsidian Disciple may discard this connection to a studied target as a free action, allowing the Obsidian Disciple to study another target in its place.

At 7th level, an Obsidian Disciple can study an opponent as a move or swift action.

**Poison Use**: At 1st level, an Obsidian Disciple is trained in the use of poison and cannot accidentally poison themselves when applying poison to a weapon.

**Track (Ex)**: An Obsidian Disciple adds 1/2 his or her level (minimum 1) to Survival skill checks made to follow tracks.

**Finesse Training:** At 1st level, a Obsidian Disciple gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, he or she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever he or she makes a successful melee attack with the selected weapon, he or she adds their Dexterity modifier instead of their Strength modifier to the damage roll. If any effect would prevent the Obsidian Disciple from adding their Strength modifier to the damage roll, they do not add their Dexterity modifier. The Obsidian Disciple can select a second weapon at 11th level and a third at 19th level.

**Shadow Pool (Su)**: At 2nd level, an Obsidian Disciple gains a pool of Shadow points, a dark, supernatural energy the Obsidian Disciple can use to accomplish terrifying feats. The number of points in the Obsidian Disciple's Shadow pool is equal to 1/2 his or her Obsidian Disciple level + his or her Charisma modifier. As long as the Obsidian Disciple has at least 1 point in his or her Shadow pool, the Obsidian Disciple can move at full speed using the Stealth skill without penalty.

By spending 1 point from his or her Shadow pool, an Obsidian Disciple can increase his or her speed by 20 feet for 1 round. Additionally, an Obsidian Disciple can spend 1 point from his or her Shadow pool to give themselves a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. An Obsidian Disciple can gain additional powers that consume points from his or her Shadow pool by selecting certain Obsidian Marks. If the Obsidian Disciple lands a killing blow on a creature whose CR is equal to or greater than their character level, the Obsidian Disciple gains one point in their Shadow Pool, although the Obsidian Disciple cannot hold more points in their Shadow Pool than their normal maximum and any excess points are lost.

The Shadow pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

**Obsidian Marks:** As an Obsidian Disciple hones their killing arts, they make a number of supernatural brands and bargains for occult powers to augment their martial prowess. Starting at 2nd level, an Obsidian Disciple gains one Obsidian Mark, and gains one additional Obsidian Mark for every 2 levels attained after 2nd. Unless otherwise noted, an Obsidian Disciple cannot select an individual Obsidian Mark more than once.

Obsidian Marks marked with an asterisk (\*) add effects to the Obsidian Disciple's Assassinate ability. Only one of these Obsidian Marks can be applied to an individual attack and the decision must be made before the attack is made.

 *Bloodlust:* When the Obsidian Disciple kills a creature whose CR is equal to or greater than their character level minus 2 (minimum CR 1/2), the Obsidian Disciple recovers one point to their Shadow Pool. The Obsidian Disciple cannot hold more points in their Shadow Pool than their normal maximum, and any excess points are lost.

 *Caress of Shadows (Su):* The Obsidian Disciple can turn invisible for one round as a standard action if they are within 10 feet of shadow. This otherwise functions as the *invisibility* spell.

*Creature of the Night (Su):* The Obsidian Disciple can spend a point from their Shadow Pool to control an animal as though with *dominate animal* (Will 10 + 1/2 Obsidian Disciple level + Charisma modifier negates), but the effect only lasts for 1 round per level. The Obsidian Disciple can choose to telepathically control and use the target's senses, but is considered blind and helpless while doing so.

 *Death from Afar\* (Ex):* The Obsidian Disciple can attempt to Assassinate a target with a ranged weapon regardless of the range increment.

*Death Stroke (Ex):* The Obsidian Disciple deals additional damage when their victim cannot defend themselves.

The Obsidian Disciple's attack deals extra damage anytime their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Obsidian Disciple flanks their target. This extra damage is equal to one-half the Obsidian Disciple's class level. Ranged attacks can count as Death Stroke attacks only if the target is within the weapon's first range increment. This additional damage is Precision damage and is not multiplied on a critical hit.

The Obsidian Disciple cannot use Death Stroke with weapons that deal nonlethal damage.  Bonus damage from Death Stroke does not stack with Sneak Attack damage.

The Obsidian Disciple must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An Obsidian Disciple cannot add Death Stroke damage while striking a creature with total concealment.

*Embrace of Shadows (Su):* The Obsidian Disciple can spend a point from their Shadow Pool to turn invisible as the *invisibility* spell if they are within 10 feet of shadow, with a caster level equal to the Obsidian Disciple's class level. The Obsidian Disciple must have the Caress of Shadows Obsidian Mark to select this Obsidian Mark.

*Escape (Su):* The Obsidian Disciple can spend a point from their Shadow Pool before attempting a Reflex save. If the saving throw is successful, the Obsidian Disciple takes no damage from the effect, and suffers only half damage on a failed saving throw.

*Murder of Crows (Su):* The Obsidian Disciple can spend a point from their Shadow Pool to summon a swarm of shadowy crows or similar creatures as though with the *summon swarm* spell, but the summoned creatures are composed of shadowstuff and have DR 5/magic, and the effect has a duration of 1 round per class level instead of concentration. The murder of crows has 4 hit points per class level and its swarm damage is 1d6 per four class levels, with a Distraction DC equal to 10 + 1/2 your class level + your Charisma modifier.

At 8th level, the swarm occupies a space 20 feet on a side and deals 1 point of Bleed damage per four class levels.

At 16th level, the swarm occupies a space 40 feet on a side and its damage reduction changes to DR 5/epic.

*No Escape (Su):* If the Obsidian Disciple fails to kill a target with their Assassinate ability, they can spend a point from their Shadow Pool as a swift action to remove the target's immunity to additional Assassinate uses. This does not remove any immunities from other sources, such as creature types that are immune to Precision damage effects.

*Scion of Oblivion:* The Obsidian Disciple gains additional points in their Shadow Pool, to a total maximum equal to their Obsidian Disciple level plus Charisma modifier.

*Shadowscry (Su):* The Obsidian Disciple can spend a point from their Shadow Pool to reach through darkness to perceive an area as a full-round action. This functions like *clairaudience/clairvoyance*, but has a casting time of only a full-round action and a duration of concentration. If you have the Darkvision Obsidian Disciple ability, your senses function through the sensor at full effectiveness.

*Shadowstep (Su):* The Obsidian Disciple can spend a point from their Shadow Pool to instantly teleport from one area of darkness to another as a full-round action. The destination must be in line of sight and line of effect and can be no further than 10 feet per class level. Neither the destination nor the point of departure can be in normal or bright light.

*Twist the Knife\* (Ex):* The Obsidian Disciple can add their Studied Target bonus to the save DC of Assassinate.

*Whisper of Death\* (Ex):* The Obsidian Disciple can spend a point from their Shadow Pool when using their Assassinate ability. If the target is successfully assassinated, the Obsidian Disciple can attempt a Stealth check opposed by nearby witnesses' Perception check. Witnesses who fail their Perception check do not identify the Obsidian Disciple as the killer, and for every point they fail their Perception check they do not note the death of the target for 1 round.

*Will of Oblivion (Su):* The Obsidian Disciple can spend a point from their Shadow Pool before attempting a Fortitude or Will save. If the save is successful, the Obsidian Disciple completely negates the effect if it normally has a partial effect even on a successful save.

**Assassinate (Ex)**: At 3rd level, an Obsidian Disciple can kill foes that are unable to defend themselves. To attempt to assassinate a target, the Obsidian Disciple must first scrutinize his or her studied target for 1 round as a standard action. On the following round, if the studied target is denied its Dexterity bonus to AC, the attack has the additional effect of possibly killing the target. This attempt automatically fails if the target can perceive and recognizes the Obsidian Disciple as an enemy. If the attack is successful and the target of this attack fails a Fortitude save, it dies. If the weapon used normally deals non-lethal damage, such as a sap or a Merciful weapon, a successful Assassinate attack instead inflicts non-lethal damage equal to the target's maximum hit points. The DC of this save is equal to 10 + 1/2 the Obsidian Disciple's level + the Obsidian Disciple's Charisma modifier. If the save is successful, the target still takes damage as normal, but it is immune to that Obsidian Disciple's Assassinate ability for 1 day.

The Obsidian Disciple must make the Assassinate attack with a melee weapon or a ranged weapon within its first range increment. If the creature is immune to Sneak Attack damage or similar Precision damage bonuses, Assassinate automatically fails.

**Stalker (Ex)**: At 7th level, an Obsidian Disciple gains his or her studied target bonus on Disguise, Intimidate, and Stealth checks against his or her studied opponent.

**Oblivion's Silence (Su)**: At 7th level, an Obsidian Disciple is protected from effects that would locate or identify them for what they are. The Obsidian Disciple is shrouded by a constant *nondetection* effect with a caster level equal to their class level. Anyone using divination spells against the Obsidian Disciple must succeed at a caster level check against a DC of 15 + your class level to gain any information about you or any gear in your possession.

**Darkvision (Ex)**: At 9th level, an Obsidian Disciple gains darkvision out to a range of 60 feet. If the Obsidian Disciple already has darkvision, the range increases by 30 feet.

**Master Marks:** At 10th level, and every two levels thereafter, an Obsidian Disciple can select one of the following Master Marks in place of an Obsidian Mark.

 *Blink (Su):* You can use Shadowstep in areas of normal or bright light but not supernatural light. If neither your destination or point of departure are in normal or bright light, you do not need to spend points from your Shadow Pool to use Shadowstep, but you cannot use Shadowstep for free again for 1d4+1 rounds.

*Darkness Within (Su):* The Obsidian Disciple can use Caress of Shadows, Embrace of Shadows, and One with Shadows in any light conditions, but must pay twice the usual Shadow Pool cost to use these powers within areas of supernatural light. The Obsidian Disciple must know at least Caress of Shadows to select this Master Mark, and this Master Mark does not grant access to any of these powers if the Obsidian Disciple does not already possess it.

*Grasp of Shadows (Su):* The Obsidian Disciple can spend 2 points from their Shadow Pool to control another creature as though with *dominate person* (Will 10 + 1/2 Obsidian Disciple level + Charisma modifier negates), or 4 points as though with *dominate monster*, but the effect in either case only lasts for 1 round per 2 class levels. The Obsidian Disciple can choose to telepathically control and use the target's senses, but is considered blind and helpless while doing so.

*It Hides, It Dies (Su):* The Obsidian Disciple can spend 2 points from their Shadow Pool to use one of the following abilities: *arcane sight, see invisibility, detect thoughts,* or x-ray vision with a caster level equal to the Obsidian Disciple's class level. In the latter case, the Obsidian Disciple can see as though wearing a *ring of x-ray vision* for up to 1 round per 2 class levels with each use of this Master Mark. You must have the Shadowscry Obsidian Mark to select this Master Mark.

*Keeper's Clutch\* (Su):* The Obsidian Disciple can spend 2 points from their Shadow Pool when they use their Assassinate ability. If the target is successfully assassinated, the victim's body instantly evaporates into wisps of shadow and a faint trace of dust, preventing the use of *raise dead* or *resurrection* or any other magic that requires the presence of a body and hiding any evidence of the murder to all but the most suspicious or diligent investigation.

*Kiss of Death\* (Su):* The Obsidian Disciple can spend a point from their Shadow Pool to enhance their Assassinate ability. When the Obsidian Disciple uses Kiss of Death, they also add 1d6 Precision damage to the attack for every two class levels they possess; this damage replaces the damage from Death Stroke. This additional damage is treated as Sneak Attack damage for the purposes of spells and effects and does not alter the save DC of Assassinate in any way. The Obsidian Disciple must have Death Stroke to select this Master Mark.

Bonus damage from Kiss of Death stacks with Sneak Attack, but only to a maximum number of combined damage dice equal to half the Obsidian Disciple’s total number of character levels.  For example, a 10th level Obsidian Disciple with 4d6 Sneak Attack and 3d6 damage from Kiss of Death can only apply up to 5d6 bonus damage.

*Kiss of the Void\* (Su):* The Obsidian Disciple's Death Stroke damage is changed to 1d6 bonus damage for every three class levels, and when the Obsidian Disciple makes an Assassinate attack the damage bonus from Kiss of Death is free. When the Obsidian Disciple makes a successful Assassinate attack, the Obsidian Disciple can spend a point from their Shadow Pool to add 1d8 Precision damage for every two class levels instead. The effects of Kiss of the Void alter Kiss of Death and are not counted separately against the limit of Obsidian Marks applied to an Assassinate attack. The Obsidian Disciple must have Death Stroke and Kiss of Death to select this Master Mark.

Bonus damage from Kiss of the Void stacks with Sneak Attack, but only to a maximum number of combined damage dice equal to half the Obsidian Disciple’s total number of character levels.  For example, a 10th level Obsidian Disciple with 4d6 Sneak Attack and 3d6 damage from Kiss of the Void can only apply up to 5d6 bonus damage.

*Master Assassin:* The Obsidian Disciple can use two effects simultaneously that alter Assassinate. The Obsidian Disciple must pay any Shadow Pool costs for both effects at once.

*One with Shadows (Su):* The Obsidian Disciple can spend 2 points from their Shadow Pool to turn invisible as though with *greater invisibility*, if they are within 10 feet of shadow, with a caster level equal to the Obsidian Disciple's class level. The Obsidian Disciple must have the Caress of Shadows and Embrace of Shadows Obsidian Marks to select this Master Mark.

*Puppet (Su):* When using the Creature of the Night Obsidian Mark, the Obsidian Disciple can choose to pay an additional Shadow Pool point and possess the target creature. While possessing the creature, the Obsidian Disciple's own body ceases to exist and is merged with the target. At any point during the possession, the Obsidian Disciple can choose to exit the creature's body, leaving it unharmed and ending the Creature of the Night ability; the same occurs when the Creature of the Night ability's duration expires. If the effect ends with the Obsidian Disciple unable to emerge safely for any reason, they are shunted to the nearest safe space, stunning them for 1d4+1 rounds and inflicting 1d6 damage for every 10 feet moved (maximum 20d6 damage).

*Taste for Murder:* When the Obsidian Disciple kills a creature whose CR is equal to or greater than their character level minus 4, the Obsidian Disciple recovers one point to their Shadow Pool. The Obsidian Disciple cannot hold more points in their Shadow Pool than their normal maximum, and any excess points are lost. The Obsidian Disciple must have the Bloodlust Obsidian Mark to select this Master Mark.

**Hide in Plain Sight (Su)**: At 11th level, an Obsidian Disciple can use the Stealth skill even while being observed. As long as the Obsidian Disciple is within 10 feet of an area of dim light or darkness, an Obsidian Disciple can hide themselves from view in the open without anything to actually hide behind. The Obsidian Disciple cannot, however, hide in his or her own shadow.

**Black Blade (Su)**: At 13th level, an Obsidian Disciple can trap souls in the weapon used to kill a target. Doing so costs 1 point from the Obsidian Disciple's Shadow Pool, plus an additional point for each soul already trapped in the weapon. Creatures whose souls have been trapped by the Black Blade ability can be forcibly raised from the dead, and the soul within the killing weapon reduces the material component cost of appropriate magics by half. Alternatively, the trapped soul can be used in the creation of undead creatures and entirely offsets the material component cost of such spells. The creature to be raised or animated must otherwise conform to the requirements of the spell employed – you must have the body and in an intact state to use *raise dead*, for instance, and such magic automatically fails if the weapon is not present for the spell's casting.

The Obsidian Disciple can discharge a trapped soul from the weapon as a full-round action, freeing it to return to life through normal spellcasting means or go on to its final reward. If the Obsidian Disciple has a gem worth 1,000 gp per Hit Dice of the creature whose soul is trapped, however, the Obsidian Disciple can discharge the soul into the gem as with *trap the soul*, but this only affects the soul and serves to imprison it – the creature is still dead and cannot be compelled to perform any services.

**Oblivion's Whispers (Su)**: At 17th level, an Obsidian Disciple's supernatural shroud against divinations becomes even stronger. If subjected to a divination effect that fails to bypass the protections of Oblivion's Silence, the Obsidian Disciple can choose to give the caster false information that conforms to the effects of the failed divination as though the spell had succeeded. The caster receives no save or check to be aware of the deception and believes what they divine to be true unless they have direct proof to the contrary.

**Reaper in the Dark (Su)**: At 19th level, when an Obsidian Disciple slays a target in dim light, they recover one point in their Shadow Pool, and two points if the kill was performed in total darkness. The Obsidian Disciple cannot hold more points in their Shadow Pool than their normal maximum, and any excess points are lost.

**Mark of Death (Su)**: At 20th level, an Obsidian Disciple can invoke the Mark of Death on a target within line of sight as a standard action that consumes one point from the Obsidian Disciple's Shadow Pool. While subjected to the Mark of Death, all creatures gain the Obsidian Disciple's Studied Target bonus to damage against the target, and the Obsidian Disciple can attempt to Assassinate the target as a full-round action.

When using Assassinate in this way, each successful hit after the first increases the save DC by 2, and confirmed critical hits increase the save DC by 4; roll the save after concluding all attacks. Additionally, the Obsidian Disciple may use one Shadow Pool ability that modifies Assassinate free of cost on the Marked Target per successful attack.

Regardless of success or failure, once the Obsidian Disciple attempts to Assassinate the subject of Mark of Death, the Mark of Death ends and the target is immune to the Obsidian Disciple's Assassinate ability for 24 hours and is also immune to any character's own Mark of Death ability for 24 hours.