Disciple of Umbra Umbra: A dark area, especially the blackest part of a shadow from which all light is cut off. Deep the darkest regions of the world where sunlight is all but a memory, lie the monastic strongholds of the Disciples of Umbra. It is said in whispers that all who enter these halls are spawned into an obscure semblance of their former selves. Many who enter these halls have been shunned by the outside world and are seeking enlightenment from ones who do not judge. The Disciples of Umbra were started 500 years ago by a powerful warrior monk named Khalil Damadek. He was a solitary half-elven man forborne for his elven heritage. His mother lived in an entirely human village who disdained the elven communities around them for their "unwillingness" to share the forests around them. His mother met an elf and over time fell in love. When Khalil was born the villagers saw what had befallen and killed his mother. They raised Khalil harshly until he was old enough to work in the mines obtaining ore for the towns weapons. The 8 years that followed were torturous and inconceivable. The townsfolk considered him unholy and never let him leave the mines. As time grew his vision grew to were he could see great distances in absolute darkness. Khalil finally escaped his captors one day when they became lax and let their torches burn low. He crept through them in the darkness extinguished their torches while in the sconces. Upon leaving the cave he entered the forest and traveled only at night due to the pain that the sun caused his eyes. He was found half starved by a band of traveling monks and taken on as one of their pupils were he became very powerful and respected. After many years with his masters Khalil left the monastery and started out on his own. He lived as a hermit in the darkest parts of the forests and studied the land around him. He watched the animals and how they never killed unless necessary for survival. He also watched how the nocturnal predators hunted and moved, and studied the ways in which the animals defended themselves. Over time Khalil started to incorporate this into his fighting style. He then created his first monastery and began to teach the worthy his traditions. All Umbran monks have an aversion to bright light. It is said, that you know when you have encountered an Umbran when you can not tell if you are talking with the man or his shadow. Even in the brightest of light they are dark ominous figures who move with a cat-like grace. Due to there intolerance of light, a monk initiates first task upon completing there trial is to fashion a mask or veil which covers most of their face. Many monks take a vow of silence, whereas Umbran monks take a vow of anonymity. The facial coverings the monks wear initially are leather with small slits for eyes. But as time passes they usually acquire enough money to create coverings from very thin black silk that is insubstantial in nature. For them to be identified is weakness which results in lost Umbran powers against the individual who saw their face. In this instance they resort to the abilities from the class they came from. Disciples of Umbra obtain their powers from the darkness. When they obtain 2nd level Disciples of Umbra inherit darkvision as a supernatural ability. When this is obtained all fighting actions done in bright sunlight are performed at a -2. In cloudy weather or not in direct sunlight their actions are at a -1. These inhibitors are only caused by the sun or unusually bright light (daylight spell -2, light spell -1). Umbrans have no aversion to low light spells or other means i.e. Dancing Lights, Fairie Fire, Magical Fire or Torches. During the rigors of training Umbran monks do not have the time to learn many other feats (except those that are taught). This being so a Disciple of Umbra may only gain 1 additional feat at 5th level (whereas normally 3 might be obtained during the course of their training: 1-10th level). When the monk does gain this additional feat 95% of the time it will be in Tracking. To become a Disciple of Umbra is to take a vow of strict discipline. They are trained to be flawless in their perfection of the arts they learn and nothing less is tolerated. The rigors that their mind and body are exposed to are almost unequaled. The goal of the Umbran society is much like that in nature. To survive above all else despite the harshness of the environment. Like Khalil Demadek in the mines, the Umbrans adapt to their surroundings. Khalil once spoke to his initiates after their trial and stated " In you I will create the perfect creature. You will be much like that of the newborn cub. At first I will teach you how to sense your surroundings and hide. You will be one within darkness, it will be as much a part of you as you of it. Next you will be taught how to defend. And lastly you will be taught how to hunt. Then and only then will you be the greatest predator in the land!" Taking this prestige class does not invoke the special monk restriction-if a monk takes one or more levels as a Disciple of Umbra, he can take levels of monk without restriction, following the standard restrictions for multiclassing. Requirements: Feats: Improved Unarmed Strike, Dodge, Mobility, Spring Attack Skills (Ranks): Balance (5), Concentration (5), Tumble (5), Wilderness Lore (5), Move Silently (7), Hide (7) Base Attack +5 Dex: 14, Wis: 14 Alignment: Lawful (Usually neutral but no evil) Hit Die: 1d8 Skill Points: 4 + Int modifier Class Skills: Animal Empathy (Cha), Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Search (Int), Swim (Str), Spot (Wis), Tumble (Dex) Special: One must find an Umbran monastery and petition the sensei for membership, and complete a unique Umbran trial. The trial consist of a 30 day stay in a superficial portion of the underdark. While in the underdark he/she will be watched (unknowingly) closely. If the respondent shows signs of madness or does not do well in battle with the inhabitants he will be rejected. (Hopeful initiates are watched for perseverance, cunning, and ferocity in these battles-they will not be allowed to die) Additional Info: Very rarely there comes a time when a Disciple of Umbra decides to turn against all that has been taught. In this instance they do not increase in any levels as an Umbran monk, but retain the powers that were gained (they still must remain anonymous or all powers are lost). Some are drawn into the Druid ways while some become Rangers or the like. But there are even rarer instances where an Umbran monk has been subverted to do evil acts. Oftentimes, they become powerful assassins when this occurs. When this does happen the sect will hunt down the treasonous monk without mercy until killed. Level Attack Fort Reflex Will Special 1 +1 +2 +2 +2 Master of Adaptation, Undying resilience 2 +2 +3 +3 +3 Wasp Sting, Eyes of the Nocturnal 3 +3 +3 +3 +3 Mantis Grab 4 +4 +4 +4 +3 Beast of Prey, Ki strike +1 5 +5 +4 +4 +4 Lurking Death 6 +6 +5 +5 +4 Leap of the Jaguar 7 +7 +5 +5 +5 Displacement, Ki Strike +2 8 +8 +6 +6 +5 Improved Sunder: special 9 +9 +6 +6 +5 Increased Prowess 10 +10 +7 +7 +6 Nightfall, Ki Strike +3 Master of Adaptation: Disciples of Umbra are monks with a different form of obtaining enlightenment. As such, an Umbran monk gains the unarmed attack bonus, unarmed damage, AC bonus, and unarmored speed as if he were a monk whose level equaled his monk level + his Disciple of Umbra level. Those who manage to meet the requirements for this class who are not monks gain these abilities as if a monk equal to only their Disciple of Umbra level. This is an extraordinary ability. Undying Resilience: Just as Khalil Damadek survived the absolute torture of his childhood, all Umbran monks are toughened beyond comparison. At this point the monks gain the Remain Conscious feat as an extraordinary ability. When their hit points are reduced to 0, they may take one partial action every round until they reach -10 hit points (S&F). Wasp Sting: This ability is similar to the Pain Touch feat (S&F). Victims of this attack are hit on certain pressure points that are found throughout their upper body. The strike is so precise that it causes the subject such debilitating pain that they are nauseated for 1 round (during this round the recipient can only take partial actions). For this strike to succeed the monk only needs to hit with a successful stunning attack. This can be done the same amount of times per day as the stunning attack. Eyes of the Nocturnal: From the minute that an initiate enters their Trial till the time they leave the monastery, Disciples of Umbra never leave the darkness. They are started initially in low light teachings and combat , and around 2nd level they notice that they can see in total darkness. The initiates eyes start to radiate a predatory jade-green hue in darkness. The distance seen in the beginning is about 30 feet, but this increases over time by 10 feet per level after 3rd. All non human races who already have darkvision gain the blindsight feat. This is a supernatural ability. Mantis Grab: At this point the Umbran monk obtains the Improved Disarm feat (PH). Khalil mastered this technique after watching the Praying Mantis's attacks against it's opponents. He noticed that the victim could never escape it's grasp no matter the size or strength. He also noticed that the attack was so quick that it's prey were an easy victim for another bite attack after. Beast of Prey: Umbran monks have studied the predatory animals around them so intently that they have learned to hunt as well as they do. When a Disciple of Umbra has a chance to engage an opponent flat footed, they get a +4 to their hide and move silently checks. This is a supernatural ability due to the fact that the Umbrans start to turn insubstantial in nature, almost as if converting into a shadow. This ability increases by +1 for every level gained past 4th. Lurking Death: As any predator of the night might stalk its prey, so might the disciple of Umbra. At 5th level they gain the ability to walk/crawl on any surface (ceiling, walls, trees, etc.) as that of a spider. This supernatural ability is equal to the spider climb spell in the P.H. The Umbran monks can do this 1 time a day per level. This ability will last for 2 rounds per level of monk. When using this ability Umbran monks may only move at half speed. Leap of the Jaguar: Khalil first mastered this skill after observing the Jaguar in the area. He noticed the way in which they hid in the shadows until the last possible minute, and then leaping onto their quarry. He was astonished by the great distances that were obtained by the cats and tried diligently to mimic their actions. At 6th level the Umbran monk gains 5 ranks in jump. He also gains 5 ranks each level past 6th for a total of 25 at 10th level. Displacement: One night Khalil left his monastery to observe a group of rogue bugbears that were close to his encampment. He watched them for half the night staying only in darkness, trying not to give away his position (if 5 feet from the leader is cautious). When he was sure that they were not going to advance on the monastery he started to head back. About half way home he sensed something was not right. He became excited at the fact, that for the first time in many, many years he was the one being hunted. Then it happened, the beast (a cat he had never seen before) sprang from a tree towards him almost taking off his scalp. But Khalil was prepared, he jumped back and delivered a wicked kick which should have quickly ended it. But, to his great astonishment he missed terribly. Then the cat was on him. They thrashed back and forth violently, the cat striking while the monk protected himself. Khalil tried to hit the creature but kept missing as if it weren't there. Futilely he grabbed the beasts neck and used his hand for a target. He struck with a stunning attack that connected with a loud thump. The cat went limp and fell to the side motionless. He got up and studied the cat for a second while cutting away a piece of its fur. He then hid until the creature came too and followed it. Khalil became enthralled with the cat and followed it for 2 months mimicking its actions until he finally gained all that he could. After years of gains and failures Khalil was able to perfect this ability. This ability is the same as the spell in the PH. This can be done 3 times per day and lasts 1 round per level. Improved Sunder: The Umbran monks have learned to imbue their strikes with such force that they are able to break their opponents limbs. To do this the monk must forgo all attacks in the intended round except one. By forgoing all of his extra attacks the monk gains time to build up his ki. Next the monk has to determine what limb he is going to strike and attempt to hit it (the limb has the same AC as the opponent). Upon striking the intended limb there is a great release of ki which sends a concussion of force through the extremity into the bone. The energy released travels through all armors, shields, or protective clothing. The damage is the same as the improved sunder feat in SF (double damage). If the recipient is wearing magical armor the pluses go towards hardness. If the intended limb is also holding a magical shield, or defender sword the pluses stack with the armor bonus. Treat all opponents that are humanoid in nature as stone with a hardness of 8. The hit points are determined by size--medium being 15 and adding 5hp for every size larger and subtracting 5 for every size smaller. Example: Tristan is a half orc with plate mail armor +3. His bone hardness is 8 with +3 for his armor which makes an 11 hardness. His large size gives his limb 20 hit points. Only creatures with bones can be affected by this feat. All info regarding object striking and hardness are in PH pages 135-136. Increased Prowess: Many people say that over time the Umbran monks start to change physically. Rumors have it, that an Umbran monk can "smell you from 100 feet away" or "hear a needle drop from across town." A tavern owner was once asked by a newcomer in town about these rumors, his reply was "Many people say that they have seen them Umbrans in the evening tracking who knows what into the darkness. And when you see'em its only out of the corner of your eye. Just thinkin about em gives me the shakes. I've seen em up close too. You never see their face, but they still look at you, as if they're look'in right through you. And their eyes, those eyes look like an animals would, with big centers and almost a slit for the middle. Why, many townsfolk say that half the time they have seen em on all fours sniffin the air like a cat chasing a deer. Then they're up and running like a flash, faster than anything they have ever seen!" Many of these rumors are true. As a Disciple of Umbra progresses, his senses greatly increase to where he can see, hear, and smell great distances. So at 4th level the Umbran monk gains the Alertness feat with greater bonuses (almost like an Improved Alertness). His listen and spot checks are at a +5 bonus and his tracking DC is decreased by 2 (monk must have the tracking feat to obtain the benefits). Nightfall: When the Umbran monk obtains 10th level he gains the supernatural ability to control light. With this ability the monk can decrease all light that is not sunlight by up to 90 percent. He cannot extinguish flame totally but can almost push back the glare emitted by it. When in sunlight the Umbran monk may use this power to increase an area of shadow by 5' for every foot of shadow there is. Anywhere that this is invoked the monk can hide in shadows even if observed prior to invoking. This is due to the fact that anyone caught in the effect are initially disoriented. The Disciples of umbra use this ability to help them negate the effects of the sun. Many times they will draw opponents into a dimly lit corner (the dark side of a building etc.) and use this power. When this ability is invoked the shadow created is equal and 3 dimensional. For instance: Khalil was fighting multiple opponents outside. Due to the sunlight he was taking negatives on his combat roles. So he fought defensively slowly drawing the combatants to the dimmer side of a building. Once there he sprang, the 10 foot of shadow became an area of 50' X 50' X 50'. The men became blind and disoriented and Khalil quickly took control of the situation. This can be negated by a daylight spell from a caster 1 level higher than the monk. This power can be used only 1 time a day and lasts 1 round per level. All information obtained was from the Players Handbook, Dungeon Masters Guide, Sword and Fist, and Dragon magazine. All are owned by Wizards of the coast.