
      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.




