I had a secret society/guild/brotherhood set for my campaign setting that was kinda like harpers-turned-armoral.. or something. Basically, bad asses for hire, often working both sides (good and evil) with a series of goals that aren't really ever revealed. One may be acting as a bodyguard of the pope, while another is an evil cult's nastiest assassin - and the organization as a whole is fine with this. They've got a plan or reasons for these weird contradictions, just you never mind.
Well, I didn't have anything that made them stand out... which was kinda cool - you would never know when you were dealing with one if their plots, etc. Then I saw the Cloak Brother B/M/S feat chain
and read the excerpt from the Shattered World by Michael Reaves
. That worked for my needs. My bad asses now had an iconic look, weapon, and fighting style. That in turn made me want an expert class that would really turn them up to eleven. Also, you can play medieval Batman with this. Sweet!NIGHT CLOAK (EXPERT)
There are those for whom subterfuge and shadows are not only a way of life, but preferred. Not all such men are of low morals, however. No, some are quite noble and desire justice that is at odds with their habits of skulking in alleys. No matter their disposition, many choose a most unassuming weapon; the weapon cloak (and therefore practice subterfuge of the highest caliber).
Such men practice with their cloaks, learning the subtle nuances and uses of these versatile, difficult to master weapons. But those that master them are quite dangerous, and they can exude an aura of menace with a flip of cloth that would be envied by the most powerful in land. Such is the way of the Night Cloak.
Depending on your campaign, a Night Cloak could be...
• A dark avenger of the night, protecting those less capable.
• An able enforcer, silent in bearing, but speaking volumes with a glare.
• A man of mystery, swooping in with fluttering cloak, dealing with miscreants, and just as quickly disappearing into the darkness again.
• A spy, able to get to intelligence others thought safe in the heart of a castle.
• An assassin, seemingly unarmed, until it’s too late. Party Role:
Combatant. Sneaky and deadly, the Night Cloak is a capable combatant at low levels, and a bag of tricks at higher levels.CLASS FEATURESRequirements:
Dexterity 13+, Intimidate 4+ ranks, Sneak 4+ ranks, Weapon Cloak BasicsFavored Attributes:
Dexterity, Intelligence, WisdomClass Skills:
Acrobatics, Blend, Bluff, Intimidate, Notice, Prestidigitation, Resolve, Sense Motive, Sneak, TacticsSkill Points:
6 + Int mod per LevelVitality:
9 + Con mod per LevelCORE ABILITYSilent and Nimble:
You travel the rooftops and alleys as others do a simple street. Your Dexterity score rises by 1. Also, at Level 1 and for each Class Level thereafter, you gain 1 additional skill point that must be spent on Acrobatics or Sneak.CLASS ABILITIESClothes Make the Man:
At Level 1, when wearing a cloak, you gain a gear bonus to Intimidate equal to your class level.Cut From a Different Cloth I:
At Level 2, you gain the Weapon Cloak Mastery feat and your maximum rank in Acrobatics increases to your Career Level + 5.Cut From a Different Cloth II:
At Level 7, you gain the Weapon Cloak Supremacy feat and your maximum rank in Acrobatics increases to your Career Level + 7.Bonus Feat:
At Levels 3, 5, 7, and 9, you gain an additional Covert or Melee Combat feat.Uncanny Dodge I:
Your senses are supremely sharp, letting you react quickly to danger. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flat-footed.Uncanny Dodge II:
At Level 8, you never become flanked.Urban Legend:
To your foes you appear out of nowhere and your gaze pierce their souls. At Level 4, each time you fail a Sneak or Sense Motive check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.
If you gain this ability for either skill from two or more classes, add together your levels in all classes granting the ability when determining its effect.I’ll Cut You! I:
At Level 6, each time you successfully Anticipate, Disarm, Distract, Feint, Taunt, or Tire an adjacent opponent, he must also make a Reflex save (DC 10 + the number of Covert feats you possess + your Dex modifier) or begin bleeding.More Than Just Cloth:
You get the most out of your cloak. At Level 8, you may use a weapon cloak to perform hammer, shield, and whip tricks.Versatility Exemplified:
Your cloak is flexible... and versatile. At level 10, if you can perform tricks with your weapon cloak of a different weapon type than the cloak, then your cloak now also counts as that type of weapon for the purposes of feats and abilities only (it’s type does not actually change).Example:
If you have Flail Mastery (which grants use of club and garrote tricks to your flail), then your readied Weighted-Cloak (a flail-type weapon) now counts as a readied 1 handed club, flail, garrote, hammer, shield, and/or whip for benefits from your feats and abilities, but not for actual use of proficiencies.CLASS LEVEL CHARTBAB:
MedNPC CLASS ABILITIESClass Ability XP Value
Urban Legend 2
More Than Just Cloth 5
Versatility Exemplified 10MELEE COMBAT FEATSWEAPON CLOAK BASICS
You have learned the use of a most unusual weapon – one that most would never recognize as one…Prerequisites:
Edged or Blunt forteBenefit:
While wearing a cloak you gain a +2 gear bonus to feint, hide, and stash checks. While wearing a weapon cloak you also gain thick hide 2.WEAPON CLOAK MASTERY
Your practice with a weapon cloak has revealed its more elegant tricks.Prerequisites:
Weapon Cloak BasicsBenefit:
Your gear bonuses and thick hide from Weapon Cloak Basics increase to 3 each. While wearing a cloak, once per round as a free action you may attempt to disarm an adjacent opponent after they have missed you with an attack.WEAPON CLOAK SUPREMACY
Let others have their toys. The only weapon you need is draped across your shoulders.Prerequisites:
Weapon Cloak MasteryBenefit:
Your gear bonuses and thick hide from Weapon Cloak Basics increase to 4 each. You also gain a trick.Swirling Shadows (Cloak Anticipate Trick):
Until your initiative count next round, if the target attacks you they must roll an additional die for each attack check and discard the highest result.WEAPON CLOAKS
Weapon cloaks are specialized garments that contain modifications that allow their use as effective weapons in properly trained hands. Their use is fairly showy, with broad flaring sweeps and dramatic maneuvers that maximize the cloak’s concealing nature.Blade-Cloak:
This cloak has sharpened blades of some hard material sewn into the hem. This allows those skilled in its use to slash at their opponents with whipping, whirling attacks. Its weapon category is ‘Edged (Knife)’ for proficiency, use, feats and effects.Weighted-Cloak:
This cloak had relatively heavy weights concealed inside its corners, which facilitates its use as a surprisingly effective striking weapon. Its weapon category is ‘Blunt (Flail)’ for proficiency, use, feats and effects.Master Cloak:
This is the trademark garment of a true cloak-fighter. It is, in effect, a Weighted-Blade-Cloak. It counts as both a Blade-Cloak and a Weighted-Cloak for effects that require such distinction (feats, abilities, etc.) and when making an attack with it, it operates as whichever of the two you desires for that attack (See the cloak descriptions, above).Table X.XX: Weapon Cloaks
Name Dmg Threat Qualities SZ/Hand Const Comp Weight Era Cost Blunt Weapons (Flails)
Weighted-Cloak* 1d6 subdual 20 Grip, lightweight, pummel M/1h Soft 2 10D 10 lbs. Ancient 50sEdged Weapons (Knives)
Blade-Cloak* 1d6 lethal 20 Double, grip, lightweight M/2h Soft 2 15W 5 lbs. Feudal 100sCombination Weapons
Damage, Threat, Qualities and Hand are
Master Cloak** determined by the weapon’s use as a M/See Left Soft 2 20W 10 lbs. Feudal 150s
Weighted-Cloak or a Blade-Cloak for
each individual attack, as appropriate.