P. 1
Tome of Battle 3.5 OEF

Tome of Battle 3.5 OEF

4.0

|Views: 24,121|Likes:

More info:

Published by: Ted Taquito Vecchitto on Feb 20, 2011
Copyright:Attribution Non-commercial

Availability:

Read on Scribd mobile: iPhone, iPad and Android.
download as PDF, TXT or read online from Scribd
See more
See less

12/29/2015

pdf

text

original

Umbral Awn is a simple-looking dagger of the sort that a young
martial adept might take to his first academy. But although
it appears relatively ordinary, closer observation reveals that
it never seems to reflect light of any sort.
Nonlegacy Game Statistics: +1 dagger; Cost 2,302 gp;

Weight 1 lb.

Omen: Using Umbral Awn causes a shadow to fall across
the wielder’s face.

HISTORY

Umbral Awn exists as an example to others who might
try to master the secrets of the Shadow Hand discipline.
Although the dagger can be a deadly weapon in trained
hands, its legacy has forged a trail of death through its
wielders. Those who perished did so because they tried
to circumvent the training of the Shadow Hand disci-
pline without understanding the true nature of its power.
Reshar presented Umbral Awn to the Shadow Master of
the Temple of the Nine Swords as a gift, but also as a
reminder of what happens to those who desire undeserved
power. (DC 15)
The first bearer of Umbral Awn was Yustek, a confident,
arrogant disciple of the Shadow Hand. He believed that
his master was delaying his training on purpose, not real-
izing that it was his own overconfidence that kept him
from advancing. Frustrated with the stagnation in his
progress, he thought long and hard about the meaning
of the Shadow Hand. His unenlightened mind settled
on the assumption that since its power was drawn from
shadows, the best way to harness that power would be to
channel Shadow itself. This line of thought led him to
the incorrect conclusion that by joining with one of the

141

T
h
e
N
in
e
S
w
o
r
d
s

T
h
e
N
in
e
S
w
o
r
d
s

undead creatures called shadows, he would gain limit-
less power. Instead, his encounter with the shadow went
as might be expected, with the creature draining away
his strength and life. Yustek did become one with the
shadow—in fact, he became a shadow himself—but he
never achieved the power that he had expected. (DC 20;
Touch of Shadow)
The dagger was passed along to Maristev, an-
other student of the Shadow Hand. The tale of
Yustek’s demise served as a warning to him and
others who might think they could gain mastery of
this most dangerous of disciplines without proper
training. But Maristev had his own muddled in-
sights into the source of the discipline’s power.
He had noticed that the Shadow Hand school
drew upon negative energy for many
of its most challenging maneuvers,
and he rationalized that if he could
just gain some firsthand knowledge
of how negative energy worked, he
could analyze it to achieve his own mastery of
the discipline. Since planar travel was well be-
yond his means, he settled for what he felt to
be the next best option—becoming a vampire.
With that goal in mind, Maristev set off on an
expedition to subject himself to a vampire lord.
When he found the vampire and his minions,
he proclaimed his desire to feel the power of
negative energy. Pleased to oblige, the vampire
lord ordered his spawn to attack. Maristev was
soon drained dry by the vampire’s minions, but
since no true vampire had played a part in his
death, he did not rise as a vampire—he simply
stayed dead. The vampire lord sent Maristev’s
remains back to the Shadow Hand monastery
to serve as a warning to others who might try
to replicate his poor decision. (DC 25; Touch
of Death)

With Maristev’s death, the dagger passed to another
student named Kunwar. This novitiate was cer-
tain that he knew the path to mastery, and that
it simply required a bit of meditation within the
Plane of Shadow itself. Occasionally, when long journeys
were required, the Shadow Hand masters asked allied wiz-
ards to take them magically through the Plane of Shadow.
So Kunwar cajoled one of the masters into allowing him
to go along on such an excursion. Once within the Plane
of Shadow, Kunwar sneaked away from the master and
the wizard, hoping to find a quiet spot to meditate. But
when he stepped off the path, he quickly became lost. The
Plane of Shadow isn’t the safest of places, and eventually
Kunwar was trapped and killed by a nightshade. (DC 31;
Path of Shadow)

LEGACY RITUALS

Three rituals are required to unlock all the abilities of
Umbral Awn.

Touch of Shadow: You must suffer the touch of a shadow,
then perform the ritual before the Strength damage is healed.
Cost: 1,500 gp. Feat Granted: Least Legacy (Umbral Awn).
Touch of Death: You must feel negative energy cours-
ing through you by gaining a negative level. You must then
perform the ritual before the negative level is removed. Only
negative levels that have a chance of causing permanent
level drain can be used for this ritual—enervation and
similar spells do not work. Cost: 13,000 gp. Feat Grant-
ed: Lesser Legacy (Umbral Awn).
Path of Shadow: The last ritual can be complet-
ed only on the Plane of Shadow. You must overcome
three encounters (drawn from the Random Encoun-
ters list on page 152 of the Dungeon Master’s Guide or
page 64 of Manual of the Planes) within a 4-hour period,
then focus the energies of the plane into the
blade using a ritual that takes 1 hour. Cost:
39,000 gp. Feat Granted: Greater Legacy
(Umbral Awn).

WIELDER REQUIREMENTS

Wielders of Umbral Awn see power hiding in the
shadows. Most seekers of this shadow blade are rogues,
assassins, or swordsages, but nearly all have the same
goal—to kill without being seen.

Umbral Awn Wielder Requirements

Base attack bonus +3
Weapon Proficiency (dagger)
Hide 4 ranks

LEGACY WEAPON ABILITIES

All the following are legacy abilities of Umbral Awn.
Shadowcloak (Ex): When you first unlock the
least legacy of Umbral Awn at 5th level, the weapon
improves your stealth. In the first round of an
encounter, you can use the Hide skill to hide from any
flat-footed creatures as an immediate action, provided you
have cover or concealment available within 10 feet of you.
You cannot use this ability to hide from creatures
that are not flat-footed unless you have some ability
that allows you to hide in plain sight.
Sneak Attack (Ex): At 8th level, you deal an extra 1d6
points of damage with Umbral Awn when you are flanking
an opponent or at any time when the target would be denied
its Dexterity bonus. See the rogue class feature (PH 50). The
extra damage from this ability stacks with that of sneak
attack from other sources. When you attain 12th level, the
sneak attack damage granted by Umbral Awn increases to
+2d6, and when you attain 17th level, it increases again
to +3d6.

Shadowhand (Ex): At 10th level, you are a deadly foe even
when Umbral Awn is not in your hand. If you are unarmed
and an opponent provokes an attack of opportunity, you
can draw Umbral Awn as an immediate action and take that
attack. The opponent that provoked the attack is considered
flat-footed against it.

Umbral Awn

I
llu
s
. b
y
B
. T
r
o
t
t

142

The Nine Swords
The Nine Swords

Shadowstrike (Ex): When you attain 11th level, your
connection to Umbral Awn and your mastery of the
Shadow Hand discipline let you take greater advantage
of flanking positions. If you are maintaining a Shadow
Hand stance when you flank a target with an ally, you
gain a +4 bonus on your attack rolls against that target,
instead of the usual +2.
Invisibility (Sp): When you attain 16th level, Umbral Awn
lets you meld into your own shadow. You can use invisibility
at will, as the spell. Caster Level: 10th.
Shadowstep (Su): At 20th level, you unlock the final legacy
power of Umbral Awn, which grants you the ability to move
as a shadow. Three times per day, as a swift action, you can
become incorporeal until the beginning of your next turn
(see the Incorporeal Subtype sidebar on page 79 for details).
Because Umbral Awn is a ghost touch weapon, you can still
attack corporeal foes.

Table 6–6: Umbral Awn

———Personal Costs———
Wielder Attack Fort Save Hit Point Legacy
Level

Penalty Penalty Loss Abilities

5th

Shadowcloak

6th

–1

7th

–1

2

+1 ghost touch
dagger

8th

2

Sneak attack +1d6

9th

–2

10th

2

Shadowhand

11th

Shadowstrike

12th

Sneak attack +2d6

13th

–2

14th

2

+2 ghost touch
dagger

15th

–3

16th

2

Invisibility

17th

Sneak attack +3d6

18th

19th

+2 speed ghost
touch dagger

20th

–4

2

Shadowstep

You're Reading a Free Preview

Download
scribd
/*********** DO NOT ALTER ANYTHING BELOW THIS LINE ! ************/ var s_code=s.t();if(s_code)document.write(s_code)//-->