Djinn_in_Tonic
2008-12-24, 05:28 PM
SHADOWCASTER
Designer's Note: The Shadowcaster is designed to be what the Wizard should have been; a master of the battlefield. It can move about like the shadows it gets its name from, hinder large groups of foes at once, place debilitating effects on its enemies, and set up tactical situations for its allies. The Shadowcaster is at its best when backed by a group of intelligent companions, for many of its powers set up combat advantage and many have effects that activate if an opponent is forced into violating the power's effect. Knowing when and where to force a target's movement can be crucial to playing alongside a Shadowcaster, and can make the battlefield a much more tactical place to be.
CLASS TRAITS
Role: Controller.
Power Source: Shadow.
Key Abilities: Charisma, Intelligence.
Armor Proficiencies: Cloth.
Weapon Proficiencies: Dagger, Quarterstaff.
Implements: Staffs, Orbs.
Bonus to Defenses: +2 Will.
Hit Points at 1st Level: 10 + Constitution score.
Hit Points per Level Gained: 4.
Healing Surges per Day: 6 + Constitution modifier.
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Bluff (Cha), History (Int), Intimidate (Cha), Stealth (Dex), Streetwise (Cha), Thievery (Dex).
Class Features: Dark Manipulation, Night Eyes, Shade’s Gift, Vanish from Sight
Dark Manipulation: Once per round, as a minor action, you may place a Shade token (see statistics below) in any unoccupied square adjacent to you. A Shade does not prevent movement, but the square it occupies is treated as difficult terrain by your enemies. As a move action you may move the Shade up to 6 squares. As a standard action you may move all currently active Shades up to 6 squares. You may have up to 3 Shades active at a time. At the end of the encounter, all Shades return to the nether realms from whence they came.
Shade – Minion
Medium shadow humanoid (undead)
Shadowy Presence (Shadow) aura 1; Allies within the aura gain concealment.
AC 13 + level, Fortitude 12 + level, Reflex 14 + level, Will 16 + level
Immunities Shade Immunities
Speed fly 6 (hover); phasing
Shade Immunities Shades are immune to all effects and all damage except physic damage and force damage.
Shadow Self Shades always has concealment.
Night Eyes: You can see perfectly in natural or magically created darkness, ignoring any concealment that would be gained in this manner.
Shade’s Gift: Shadowcasters are a varied bunch. Some strike from the shadows, impossible to grasp. Others lurk in the dark corners of the mind, instilling fear into the very souls of their opponents. Choose one of the following two options:
--Dark Wraith: You are considered insubstantial while moving, and may move through enemy spaces freely (although you still provoke attacks of opportunity as normal).
--Night Haunt: Any creature under an ongoing effect from one of your powers with the fear keyword takes a -2 penalty to all saving throws, including saving throws against the aforementioned effect.
Vanish from Sight: Once per encounter, as an immediate reaction after taking damage from an attack, you may turn invisible until the start of your next turn and teleport up to 5 squares.
Level 1 At-Will Umbrae
Clinging Shadows – Shadowcaster Attack 1
Shadows leap up from the cold ground, tangling around your foe’s feet.
At-Will * Cold, Implement, Shadow
Standard Action – Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: Charisma modifier cold damage, and the target is slowed until the end of your next turn.
Special: If the attack is a critical hit, the target is immobilized until the end of your next turn instead.
Dancing Shadows – Shadowcaster Attack 1
A veil of flitting shadows settles over the area, driving your foes into confusion.
At-Will * Implement, Physic, Shadow
Standard Action – Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: 1d4 + Charisma modifier physic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Increase damage to 2d4 + Charisma modifier physic damage at 21st level.
Life Fades – Shadowcaster Attack 1
Your opponent doubles over, their face white and drained as their vitality escapes them.
At-Will * Implement, Necrotic, Shadow
Standard Action – Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d4 + Charisma modifier necrotic damage, and the target reduces the damage dealt by its next attack by an amount equal to your Charisma modifier.
Increase damage to 2d4 + Charisma modifier necrotic damage at 21st level.
Shadow Twist – Shadowcaster Attack 1
As you beckon, your opponent’s shadow rises up, turning on its master.
At-Will * Conjuration, Implement, Necrotic, Shadow
Standard Action – Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: Charisma modifier necrotic damage. If you have fewer than 3 active Shades and you have not placed a Shade this round, place a Shade in any unoccupied square adjacent to the target.
Level 1 Encounter Umbrae
Afraid of the Dark – Shadowcaster Attack 1
Your opponent looks into the darkness, and sees his worst fears reflected back at him.
Encounter * Fear, Implement, Physic, Shadow
Standard Action – Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: Charisma modifier physic damage, and the target must end its turn at least 2 squares away from any creature with concealment (save ends). If it is incapable of doing so, it is stunned for 1 round.
Fasten the Umbral Chain – Shadowcaster Attack 1
You focus your energy, driving an umbral spike through your opponent’s shadow and staking it to the ground.
Encounter * Implement, Physic, Shadow
Standard Action – Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d4 + Charisma modifier physic damage, and the target must remain within 1 square of its current location (save ends). If it is forced out, it is dazed for 1 round.
Level 1 Daily Umbrae
Tendrils of Darkness – Shadowcaster Attack 1
Shadows surge up from the earth, grasping madly at everything within reach.
Daily * Cold, Necrotic, Implement, Shadow
Standard Action – Area burst 1 within 10 squares
Target: Each creature within burst
Attack: Charisma vs. Reflex
Hit: Charisma modifier cold and necrotic damage, and the target is immobilized (save ends).
Aftereffect: The target is slowed (save ends)
Miss: The target is immobilized for 1 round.
Aftereffect: The target is slowed for 1 round.
Arrow of Dusk – Shadowcaster Attack 1
A long lance of darkness darts from your outstretched hand, bringing a hungering night down upon your foe.
Daily * Necrotic, Implement, Shadow
Standard Action – Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d6 +Charisma modifier necrotic damage, and ongoing 5 necrotic damage, and the target is blinded (save ends both).
Aftereffect: The target takes a -2 penalty to attack rolls (save ends)
Miss: The target is blinded for 1 round.
Aftereffect: The target takes a -2 penalty to attack rolls for 1 round.
Designer's Note: The Shadowcaster is designed to be what the Wizard should have been; a master of the battlefield. It can move about like the shadows it gets its name from, hinder large groups of foes at once, place debilitating effects on its enemies, and set up tactical situations for its allies. The Shadowcaster is at its best when backed by a group of intelligent companions, for many of its powers set up combat advantage and many have effects that activate if an opponent is forced into violating the power's effect. Knowing when and where to force a target's movement can be crucial to playing alongside a Shadowcaster, and can make the battlefield a much more tactical place to be.
CLASS TRAITS
Role: Controller.
Power Source: Shadow.
Key Abilities: Charisma, Intelligence.
Armor Proficiencies: Cloth.
Weapon Proficiencies: Dagger, Quarterstaff.
Implements: Staffs, Orbs.
Bonus to Defenses: +2 Will.
Hit Points at 1st Level: 10 + Constitution score.
Hit Points per Level Gained: 4.
Healing Surges per Day: 6 + Constitution modifier.
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Bluff (Cha), History (Int), Intimidate (Cha), Stealth (Dex), Streetwise (Cha), Thievery (Dex).
Class Features: Dark Manipulation, Night Eyes, Shade’s Gift, Vanish from Sight
Dark Manipulation: Once per round, as a minor action, you may place a Shade token (see statistics below) in any unoccupied square adjacent to you. A Shade does not prevent movement, but the square it occupies is treated as difficult terrain by your enemies. As a move action you may move the Shade up to 6 squares. As a standard action you may move all currently active Shades up to 6 squares. You may have up to 3 Shades active at a time. At the end of the encounter, all Shades return to the nether realms from whence they came.
Shade – Minion
Medium shadow humanoid (undead)
Shadowy Presence (Shadow) aura 1; Allies within the aura gain concealment.
AC 13 + level, Fortitude 12 + level, Reflex 14 + level, Will 16 + level
Immunities Shade Immunities
Speed fly 6 (hover); phasing
Shade Immunities Shades are immune to all effects and all damage except physic damage and force damage.
Shadow Self Shades always has concealment.
Night Eyes: You can see perfectly in natural or magically created darkness, ignoring any concealment that would be gained in this manner.
Shade’s Gift: Shadowcasters are a varied bunch. Some strike from the shadows, impossible to grasp. Others lurk in the dark corners of the mind, instilling fear into the very souls of their opponents. Choose one of the following two options:
--Dark Wraith: You are considered insubstantial while moving, and may move through enemy spaces freely (although you still provoke attacks of opportunity as normal).
--Night Haunt: Any creature under an ongoing effect from one of your powers with the fear keyword takes a -2 penalty to all saving throws, including saving throws against the aforementioned effect.
Vanish from Sight: Once per encounter, as an immediate reaction after taking damage from an attack, you may turn invisible until the start of your next turn and teleport up to 5 squares.
Level 1 At-Will Umbrae
Clinging Shadows – Shadowcaster Attack 1
Shadows leap up from the cold ground, tangling around your foe’s feet.
At-Will * Cold, Implement, Shadow
Standard Action – Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: Charisma modifier cold damage, and the target is slowed until the end of your next turn.
Special: If the attack is a critical hit, the target is immobilized until the end of your next turn instead.
Dancing Shadows – Shadowcaster Attack 1
A veil of flitting shadows settles over the area, driving your foes into confusion.
At-Will * Implement, Physic, Shadow
Standard Action – Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: 1d4 + Charisma modifier physic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Increase damage to 2d4 + Charisma modifier physic damage at 21st level.
Life Fades – Shadowcaster Attack 1
Your opponent doubles over, their face white and drained as their vitality escapes them.
At-Will * Implement, Necrotic, Shadow
Standard Action – Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d4 + Charisma modifier necrotic damage, and the target reduces the damage dealt by its next attack by an amount equal to your Charisma modifier.
Increase damage to 2d4 + Charisma modifier necrotic damage at 21st level.
Shadow Twist – Shadowcaster Attack 1
As you beckon, your opponent’s shadow rises up, turning on its master.
At-Will * Conjuration, Implement, Necrotic, Shadow
Standard Action – Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: Charisma modifier necrotic damage. If you have fewer than 3 active Shades and you have not placed a Shade this round, place a Shade in any unoccupied square adjacent to the target.
Level 1 Encounter Umbrae
Afraid of the Dark – Shadowcaster Attack 1
Your opponent looks into the darkness, and sees his worst fears reflected back at him.
Encounter * Fear, Implement, Physic, Shadow
Standard Action – Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: Charisma modifier physic damage, and the target must end its turn at least 2 squares away from any creature with concealment (save ends). If it is incapable of doing so, it is stunned for 1 round.
Fasten the Umbral Chain – Shadowcaster Attack 1
You focus your energy, driving an umbral spike through your opponent’s shadow and staking it to the ground.
Encounter * Implement, Physic, Shadow
Standard Action – Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d4 + Charisma modifier physic damage, and the target must remain within 1 square of its current location (save ends). If it is forced out, it is dazed for 1 round.
Level 1 Daily Umbrae
Tendrils of Darkness – Shadowcaster Attack 1
Shadows surge up from the earth, grasping madly at everything within reach.
Daily * Cold, Necrotic, Implement, Shadow
Standard Action – Area burst 1 within 10 squares
Target: Each creature within burst
Attack: Charisma vs. Reflex
Hit: Charisma modifier cold and necrotic damage, and the target is immobilized (save ends).
Aftereffect: The target is slowed (save ends)
Miss: The target is immobilized for 1 round.
Aftereffect: The target is slowed for 1 round.
Arrow of Dusk – Shadowcaster Attack 1
A long lance of darkness darts from your outstretched hand, bringing a hungering night down upon your foe.
Daily * Necrotic, Implement, Shadow
Standard Action – Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d6 +Charisma modifier necrotic damage, and ongoing 5 necrotic damage, and the target is blinded (save ends both).
Aftereffect: The target takes a -2 penalty to attack rolls (save ends)
Miss: The target is blinded for 1 round.
Aftereffect: The target takes a -2 penalty to attack rolls for 1 round.