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The_Shaman
2006-08-16, 02:48 PM
Hi, this is a redone version of a PrC I attempted when I wasn't able to find a good prestige class for a sorcerer I had designed. It may end up a little on the powerful side, but after all, PCs are supposed to be heroes ;) So, without further ado, meet the...

Adept of the Mirrored Path

Light and darkness are elements of the world often involved with magic. But they are something more, primordial forces that have existed in balance since the beginning of time, and mages recognize this fact. Many utilize the balance in the form of the illusionary magic that is composed of light and darkness, but some pursue that craft deeper. Those who have the experience and the inclination to focus on these dual forces can eventually master the mirrored path, the thin edge between light and darkness, and can utilize light and shadow as surely as others use their own hands and legs.

Hit Dice: d4

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Knowledge (Religion) (Int,), Profession (Wis), Spellcraft (Int.)

Skill points / level: 2 + Int. Modifier


To qualify to become an adept of the mirrored path, a character must meet all the following requirements:
Alignment: at least partially neutral (NG, CN, N, LN, NE)
Required feats: Spell focus (Illusion), Spell focus (evocation)
Required skills: 10 ranks in spellcraft, 10 ranks in concentration, 2 ranks in knowledge (The Planes)
Additional Requirements:
- Must be able to cast Light, Shadow Conjuration, and at least 5 additional Illusion, Evocation (Light) or Evocation (Darkness) spells, with at least one spell per each spell level the character has access to.
- At least 1 spell per level must be either an illusion, evocation (light) or evocation (darkness), including the bonus spells listed below. This works as the specialist wizard slots – only it does not give an additional slot, but simply limits one slot. For spontaneous casters, one of their spells known per level must be of those three types.
- Upon reaching their first level in the prestige class, characters must designate 1 school that becomes opposed to them (in case of specialist wizards, one additional school). Evocation, Illusion and Divination are not allowed. They receive the penalties to spellcraft checks this ensues and cannot learn any additional spells from this school. They can use those spells from it they already know, but their adept levels are not added to their caster spellcaster level.

Spellcasting: An adept of the mirrored path adds their adept level to their arcane spellcasting level. If they have spellcasting levels from more than one class, add the AotMP level only to the highest arcane spellcasting level.

Special: An adept of the mirrored path can learn the following spells at the given levels, even if they are not normally allowed for their spellcasting class:
- Lvl. 1: Faerie fire
- Lvl. 3: Searing light
- Lvl. 4: Illusory wall
- Lvl. 7 (lvl.6 for bards): Sunbeam




Level BAB Fort Will Reflex Special
1 +0 +0 +2 +0 Material Focus, Low-light Vision
2 +1 +0 +3 +0 Shadow Cloak
3 +1 +1 +3 +1 Shadow Sense
4 +2 +1 +4 +1 Visage of the Mists; Shadow Bind
5 +2 +1 +4 +1 Tempered Sight; Mold Darkness; Mirror Focus
6 +3 +2 +5 +2 Blade of the Inner Sun;
7 +3 +2 +5 +2 Ye who call, Ye who banish
8 +4 +2 +6 +2 Imp. Shadow Bind
9 +4 +3 +6 +3
10 +5 +3 +7 +3 Eyes of the Horizon, Mirror Metamagic



Class Features:

Weapon and Armor Proficiencies: An adept does not gain any new weapon or armor proficiencies.

Material Focus: An Adept can only use the spell-like abilities that the class grants him when he is wielding a small mirror or an yin-yang symbol (or a similar one reflecting the balance of light and darkness), which he attunes to himself in a small ritual that takes one hour and must not be interrupted. In order to activate any of these abilities, he should be holding it in his hand (effectively being unable to use two-handed weapons). Should the symbol be destroyed, he is dazed for one round and loses his spellcasting abilities for 11-his level in the class rounds, unless he makes a Will save at a DC 20 check, and incurs a -1 penalty to all spellcasting rolls (dispel magic, overcome spell resistance, etc) until he finds a new symbol and attunes it to himself. The following abilities do not require the symbol to be held, but require that the adept meditates upon it at least 15 minutes per day: (Improved) Mirror Focus, Mirror Metamagic.
Low-light Vision (Su): One cannot venture in the world of light and shadows and be limited by inability of one’s eyes to function only where the light is clearly dominant. Early in the beginning of his studies, an adept learns how to improve his eyesight beyond that typical of his kin.
As per the racial ability; if the character already has low-light vision from their race or a class feature, he can see in conditions of poor illumination up to three times as far as a human can.

Shadow Cloak (Sp): Sages say the shadow is tied to a person's very soul. For an adept of the mirrored path, the shadow is a sign of their own balance of light and darkness, and, as such, merits study and use. Adepts prove this true as they can use their very shadows for protection and concealment. However, this comes at great risks - if the shadow is harmed, so is the wielder's own spirit.
The adept wraps himself in his own semi-solid shadow as a cloak, becoming harder to see and protecting himself from attacks: gives a 10% concealment and a +4 bonus to hide. A targeted attack with an evocation (light) spell or a prismatic spell of any kind dispels the cloak and deals damage to the Adept equal to twice the spell level (in addition to any damage the spell normally deals, one point of damage for cantrips). The Adept can invoke the cloak for 1min / level/ day, and this time can be split in several uses. Casting a shadow cloak is a standard action and does not provoke an attack of opportunity. It is a spell-like effect and can be dispelled. On levels 6 and 10, the shadow cloak grants an additional +15% to concealment (up to a total of 40%), and at level 10 also gives DR 10/magic and is not dispelled by light, nor does it bring additional damage from light spells.
- At lvl 6, it can be transferred to an ally no more than 20 ft. away. Any extra damage is incurred by the adept (it's his shadow, after all). While the shadow cloak is transferred, the adept has a -2 penalty to all skills and his attack bonus and – 1 to all saves and AC.
- Note: A light spell cast by the adept when s/he uses the shadow cloak will dispel it and carry the appropriate damage. Summoning a lightblade will dispel the cloak (if the adept has not achieved level 10) but does not damage the adept.

Shadow Sense (Su) – As the adept becomes more skillful in the dual paths of light and darkness, his senses and affinity for the shadows continue to improve. If he concentrates, he can sense if anyone is lurking nearby.
An adept of 3rd level or more can sense any creature standing in the shadows up to 60 feet away as if he had blindsense. This works only if he concentrates as if under a detect evil spell, and detects only those who are standing in a place of low illumination (shadow) or in darkness. In order to concentrate, the adept has to close his eyes for the duration of the concentration, and is considered flat-footed while doing so. At levels 7 and 10, the range towards which he can sense something improves by 15 feet, to a maximum of 90 feet at lvl 10.

Visage of the Mists (Sp): Adepts, by virtue of their familiarity with light and darkness, are masters of illusion. An experienced adept can use his shadow to obscure their outlook with little more than a wish.
At level 4, an adept can shift their outlook as with the Disguise Self spell for 30 minutes per adept level per day. The time can be split into several occasions.

Shadow Bind (Sp): Eventually, adepts grow skillful enough to not only manipulate their own shadows, but use them to control those of others. One's shadow moves as one oneself moves; should it be held still, so will they be.
Once per day an adept can use his shadow to immobilize (as entangle) an opponent within 20 ft. At levels 6,8, and 10 an additional opponent can be immobilized, as long as all bound opponents are more than 20 ft. apart from the adept. The Reflex save to resist the shadow bind is DC 10 + Adept level. Every round, a creature can roll a Will save at DC 12+Adept Level (+2 if in low-light conditions) to break free. Duration: 1 round/adept level. This is a spell-like effect that takes 1 standard action. Shadow bind can be used 2/day at lvl 7 and 3/day at lvl 10 and can affect incorporeal creatures whom the Adept sees. The adept cannot move for the duration of the effect, if he does, the bound creatures are freed.

Tempered Sight (Su): Even a novice of the mirrored path is skilled with illusions. An experienced adept has seen and summoned ephemeral shades so many times that seeing them for what they are has become second nature.
At level 5, an adept acquires a +2 bonus to will saves to resist illusions and + 2 bonus to spellcraft to identify them.

Mirror Focus (Su): Adepts have focused their talents in the mirrored path, and this specialization pays off: an experienced adept has few equals in spells dealing with light or darkness, or creating illusions.
At level 5, an adept receives a +1 bonus to DC for all spells from the school of Illusion and all Evocation Spells of the subschools of Light and Darkness that s/he knows, as well as all spells with the prismatic descriptor. This bonus stacks with all additional bonuses to DC from spell focus feats.

Mold Darkness (Sp): As an adept of the mirrored path grows more skilled, their art of molding the semi-substantial shadows improves, and eventually they may wield darkness itself - but darkness having taken a material form. By power of concentration, an adept can condense the very essence of the night, creating strands of viscous material obedient to his very thoughts.
At level 5, an adept makes his shadow conjuration spells 10 % more real in low-light conditions, and during the night. The bonuses are cumulative. During that time, the shadow material also becomes infused with the energy of the universal nights, and in some cases (the adept rolls a natural 20 or a victim rolls a natural 1 on any spell-related roll, including the will save to recognize it as an illusion), this energy saps them of their strength, doing 2 points of temporary strength damage on a failed Fortitude save of 10+ the adept's spellcasting attribute modifier.

Blade of the Inner Sun(Sp.): The next step after being able to harness the power of light is being able to control it, and more martially-oriented adepts have learned to put it to good use: creating a weapon forged of pure light and controlled by their wills.
At level 6, an adept may create a construct of light, usually in the form of a longsword or shortsword, but possibly in that of any other light or one-handed piercing or slashing melee weapon the character is proficient with. The weapon is weightless, without bonus or penalty to damage from strength, and deals damage as if it were 1 category smaller. Also, on a critical hit roll for blindness (3 rnds, Fortitude save DC 10+ adept lvl) instead of increased damage. If the creature can not be blinded, the effect is wasted. The blade is considered magic for the purpose of overcoming damage reduction, and gains the ghost touch property against incorporeal undead. Creatures for which the light is unnatural or harmful (shadows, undead, oozes) suffer damage if the weapon was its original size category. Vampires and other creatures that can be killed by sunlight suffer double damage on a confirmed threat roll and must make a Will Save (DC 10+Adept level) or be destroyed. The blade can be summoned as a standard action 1/day at lvl 6, 2/day at lvl 8, 3/day at lvl 10, and lasts for 10 min. per adept level. The caster gains proficiency with the weapon if it is a longsword or a shortsword, but not if it is another martial or exotic weapon, and adds his adept level to his attack bonus. The weapon can not be used for special attacks (such as trip, disarm, sunder etc.). For weapons with higher critical modifier, add +3 to DC to resist blindness/destroy particular undead if the weapon has a critical modifier of x3 and +6 for x4. Weapon focus, weapon finesse, improved critical or weapon specialization apply as with a normal version of the weapon. This weapon can not be thrown or handed to someone else: it is, in a sense, attached to the adept's hand.

Ye who Call, Ye who Banish (Sp): The study of light and darkness gives power over many creatures, but none are more vulnerable to it than those composed only of shadows. Eventually, an adept’s power over such creatures grows to the level where he can subjugate or destroy them with his very will.
At level 7, the adept can attempt to turn or rebuke shadows (or other undead creatures with the incorporeal template) or creatures summoned through shadow magic (shadow conjuration, greater shadow conjuration, shades), as an evil cleric commands undead or turn it as a good cleric turns undead (the adept chooses at the time he makes the turn attempt). For turning results, the adept’s level serves as his cleric level. Summoned creatures are considered half their original Hit Dice for the purpose, rounded down. The number of turn attempts equals 3 + Cha modifier, with a minimum of one. A spell focus (conjuration) or a greater spell focus (Conjuration) feats give +2 expertise bonus (stackable) to the check, and five or more ranks in Knowledge (The Planes) gives a further +2 bonus to all turning checks. This ability can not be used for any other purposes except turning or rebuking (such as divine feats).

Improved Shadow Bind (Sp): At level 8, successful use of the shadow bind skill immobilizes an enemy as per the hold spells. Also, the adept himself can move as long as he does not go farther than 20 ft. from any held opponent. If he does, only that particular opponent is released.

Eyes of the Horizon (Su): Those who have looked at the eyes of a true master of the mirrored path can not easily describe what they have seen - those eyes are not the eyes of a mere mortal. Yet of two things they are certain: that nothing can beguile their piercing glare and no one could meet them unperturbed.
At level 10, an adept's eyes transform; no two adept's eyes look alike, but most tend to show various swirling colors, shadowy shapes, or become completely reflective. Essentially, the adept becomes immune to blindness, and can see through (essentially negating for himself, but not dispelling for others) blur, invisibility, blink, greater invisibility, or other illusion spells that modify appearance (such as halucinatory terrain) if he is less than 30 feet away from the emanation. If he concentrates for 1 full round (the extreme concentration renders him flat-footed except if he succeds on a concentration check with a DC of 25), he can also see ethereal creatures for a number of rounds equal to 3+his Constitution modifier (to a minimum of one round). The spellcraft bonus to detect and recognize illusion spells increases to + 5, and his saving throws against spells of the illusion school, evocation (light) and evocation (darkness) subschools increase by a further +1. In addition, if he locks eyes with another spellcaster (is aware of him, has a line of sight, is not incapacitated and is at up to 60 feet away), he gains a +2 insight bonus to saves to spells cast by that character, and becomes immune to any illusions that spellcaster casts. This technique can be used on only one spellcaster at a time.

Mirror Path Mastery (Su): At level 10, the adept is familiar enough with the magic of the mirror path to make improvisations on a whim. For spells of the subschools of evocation (light), evocation (darkness) and the school of illusion, as well as all spells with the prismatic descriptor, all metamagic feats that he knows raise the spell's level with one less. If this would reduce a spell to its original level, an adept casting spontaneously does not increase their casting time; a spellcaster who prepares spells in advance can "add" such metamagic feats on a successful spellcraft roll of 10 + the spell's level. In either case, using the ability to heighten a spell is not allowed. Also, all such spells receive the benefit of the spell penetration feat for the purpose of defeating a creature's spell resistance.



Comments? I would appreciate criticism, especially constructive. I do, however, reserve the right to answer to anything such as "OMG diz is so imba it sxor" in a less than friendly manner, probably with a PM.


Edit: added save for mold darkness feature, changed shadow sense a little so it's more like blindsense. Slightly improved the Eyes of the Horizon feature.

Edit 2: Incorporated some of the previous suggestions. Thank you!

Credits: the Might and Magic games for the mirror path idea, various other sources (some should be fairly easy to guess) for several class features.

Fizban
2006-08-16, 07:18 PM
You obviously put a lot of work into this, and I think it's good.
A couple typing/grammar errors (sunblade section, mold darkness section, some others) that you should fix.
You didnt finish the line about mold darkness's str drain save.
Your tabel does not seem to match the class abilities at all.
I like the sunblade idea, but it's too weak as it is. Even with a +5 to hit, the adept is quite unlikely to hit anything with armor. I like the idea of reducing the damage one step, but this makes it essentially usless except on a crit or against sunlight weak creatures (which was probly the idea). I propose you make it a melee touch attack, with no bonus to hit, and maybe a dazzling effect even without a crit.
Eyes of the horizon: first, what's this about full concentration losing dex bonus? Anyway, you should just give continuous see invisibility, plus seeing through blur/displacement. They already have a +2 against illusions which is enough for that, and the rest of the check and concentration and stuff is just too complicated. Once you've reached that high of a level, abilities tend to get stronger, and this right now is a little weak.
Lastly, light/darkness are descriptors not schools (/nitpick), and you might as well just say all spells with the light/darkness/shadow descriptor. Lastly, there is no prismatic descriptor, unless you house-ruled it in, and as such it should list the prismatic spells, or say (to spells with prismatic in their name) which could get messy with some people. List of prismatic spells I can think of: spray, wall, sphere, eye, ray.
My other big problem was the intense prerequisites. It's a good class, but not crazy powerful. Spells focus [evocation] is good on paper, but if it's just there for light/dark, it's practically useless.

My suggestion:
Partially neutral
Spellcraft 10 ranks, Know (arcana) 10 ranks, Know (planes) 5 ranks
Must be able to cast 5 spells with the light, darkness, or shadow descriptors, and at least one of each.

Prohibiting a school is just a slap in the face at the spellcaster. You don't actually specialize in one school, you use descriptors, and I don't think the class is that strong to requrie it.
Since as it is, any darkness/light/shadow user will take it, we need a little drop in spellcasting, as all prestige classes should have. I'd say at 5th, and maybe again at 10th. As I looked back over, the mirror focus is just the kind of ability that gets balanced out by reduced CL.

I think that's most of it. All in all: good class, just needs a little work for it to work with me.

martyboy74
2006-08-16, 07:30 PM
Ooh! Shiny! ;D

knightsaline
2006-08-17, 01:55 AM
Would it be possible to do one for a fighting class? Call it the twilight knight or something. I like the idea of a mage that uses both light and dark in their magic. It would fit in perfectly in my homebrew.

The_Shaman
2006-08-17, 02:40 PM
The thing is, initially this class was considered too powerful. The mirror metamagic came at lvl. 8 and at 10 the adept got greater mirror focus. For me, it was only normal that a specialized mage, or simply a paragon mage (i.e. the archmage in 3.0 Faerun setting) would get a serious boost to DC, but a lot of people disagreed. If you choose to try this out in a real game, I'd be glad - and feel free to change anything. The table is from the old version, which was posted on the WotC boards for a while.

The concept for this class was a PrC you took at lvl 8+, particularly geared towards sorcerers, but also an option for mages or even bards. The "concentration including flat-footedness" is because I believe that an activity requiring really intense concentration does not allow you to react properly to other stimuli, and doesn't allow you to defend yourself properly, among other things. As for the prerequisites... I can't imagine a lvl 17+ mage without a level or two of archmage, wink, wink. Perhaps the skill focus (spellcraft) or one of the spell foci are not necessary, I included them as representative of really high aptitude with commanding the "building blocks" of magic. Oh, and the lightblade was a last-resort feature in case the adept faces "creatures of the night" - undead, shadows, etc. Initially I wanted to give it the option to extend as the force pike spell from Faerun... I think this may make it more interesting, right?

Selene Knight, I don't know if it would fit a non-spellcaster class... what kind of a character do you have in mind? I could give it a try, but it might be easier to start with the shadowdancer as a template and work from there.

martyboy74
2006-08-17, 02:57 PM
The shadow cloak dealing double damage to you when you're hit by a light spell seems a little intense, but otherwise, this is awesome.

The_Shaman
2006-08-17, 05:42 PM
Psionic devotee, I've always believed that magic, especially powerful magic, should carry a risk. You can't screw around with the fundamental building blocks of the universe if you don't mind a few troubles, I say.

Here are some changes I was meaning to implement, some have been present in past versions, some are just things I was thinking about (please comment):

- give lightblade a bonus to attack equal to the adept level (essentially doubling it)
+ it can start actually hitting things
- it can become a bit too powerful - especially against undead, and with the below feature
= possibly giving this only against creatures particularly vulnerable to the blade (i.e. undead, shadow outsiders, etc.)

- lightblade control: as a swift action, extend it to 10 feet, or possibly 15: essentially it acts as a spear

- lightblade feature: does half or no damage to inanimate objects (also including golems, elementals and the like)

- shadow cloak's bonus to hide increases with its concealment chance, say with +2 on each step.
= in a FR setting, it could provide a save bonus against shadow magic (say, +2, improving by one on the levels the concealment increases). However, it could be done with a check: on a 1, it resonates with the magical effect, giving the spell either an empower, maximize or heighten effect ;D
+ an adept with the shadow cloak could hide when observed, by commanding the cloak to animate (move action)

- shadow cloak can not be used when shadow bind is. Sorry, folks - too much shadow is not a good thing.

- a shadow spell can be absorbed with the shadow cloak to strengthen it (say, overpower the cloak or heal the adept). However, this would probably take a roll to contain the creature - and if the roll fails, the creature runs wild (or the shadow energy goes out of control) in the adept's shadow for massive damage (say d4 for each hit die or d6 for a spell level - when it's not a summoning - with a Fort. save for half). With this feature, the adept could try to consume an enemy spell - but it won't be easy :) . Then again, magic is not supposed to be safe, kids ;D

- if an enemy saves against a shadow bind by exceeding the DC by 10 or more, the balance of energy in the caster's shadow is disrupted, and no shadow bind, shadow cloak, or visage of the mists can be used until it is regenerated. That takes a concentration skill check of 15 + the amount by which the throw exceeded 10+the DC, and is a full-round action provoking an attack of opportunity. In addition, the adept takes as many points of nonlethal damage as that amount.

- the adept could use two of their turn attempts to give a summoned shadow creature the benefit of the augment summoning feat.

Ok, have your say :)

martyboy74
2006-08-17, 05:52 PM
Maybe you should make the sunblade count as a brilliant energy weapon.

Fax Celestis
2006-08-17, 05:56 PM
Alternate PrC qualifications for a Shadowcaster would be nice.

fangthane
2006-08-17, 07:25 PM
I notice that Spellcasting doesn't explicitly state that "the Adept gains spells at each level as if he or she had gained a level in the spellcasting class to which he or she belonged before becoming an Adept." I'd assume that to be the case and you do mention that caster level increases, but as a bit of a rules lawyer I notice these things, and that's explicit for every official PrC in Tome and Blood, whether 1:1 or not.

Mirror path mastery should probably specify that ElevateHeighten Spell isn't a candidate regardless of spell school or subschool.

As to the Blade of the Inner Sun, I suspect I'd have gone with an adaptation of Brilliant Energy weapons - that'd get around the fact that caster-types tend not to hit through armor terribly often. It'd probably have to be less potent in that case as well, though. In any case, I'm not sure it really needs to last a full 10 minutes per caster level; most combat situations are closer to the scale of a few minutes at most so 1 minute per level should be plenty for the blade to accomplish its duties. If you plan to give it an attack bonus at all, I'd limit it to raising its base to that of a warrior of similar character level; ultimately though, making it a modified BE weapon is still what I'd recommend as a first choice.

Finally, Eyes of the Horizon could perhaps stand to be a little less powerful; in a lot of ways it's effectively a freebie True Seeing plus fringe benefits, which may be a bit much. I'd limit the ability to see through invisibility, blur etc. to (say) 3 times plus Int/Cha bonus (whichever is used to cast). Otherwise, from a rules-lawyering point of view you're forcing yourself to rule 0 when your Adept PCs claim to be walking around permanently in that mode, refreshing as necessary. I know it's one of the first things I'd try if I made it to 10 :)

The_Shaman
2006-08-17, 08:29 PM
A brilliant energy weapon ignores inanimate armor and shield. I wanted this weapon to be effective against creatures with natural armor, and not shields... but I suppose I may have it this way. Then again, most spells that cause construct weapons usually give a bonus to attack - and damage - depending on the caster level. I wanted to make it enduring because sure, not every fight lasts more than a minute or two, but every now and then the PCs might have to run through a gauntlet with a lot of fights per day. Its purpose was to be a weapon against undead or of last resort, but to be maintained for relatively long periods of time. Of course, it can be dispelled (treat it like a 4th level spell for any checks that may involve the level).

Eyes of the Horizon were supposed to be something like a mini-true seeing spell, at least in some regards. My idea was that as the adept is skilled with illusions, and with the elements that form them, they should be able to unravel most illusions with ease. Essentially, at that level of mastery using magic to obscure oneself should be next to futile. However, if you really think this is so powerful, I may have to revise it - say, limit it to a number of minutes equal to 10xhis constitution modifier (if positive), or that it should require some concentration to activate.

Fax_Celestis, I am afraid I don't know where the shadowcaster is from. Could you at least tell me the book?

Fax Celestis
2006-08-17, 08:58 PM
Shadowcaster is from the Tome of Magic.

The_Shaman
2006-08-18, 02:56 PM
Sorry, don't have that one :-[ ... But you are free to adapt as much as you want, I don't mind.

Phalse_One
2006-08-19, 01:54 PM
I'm really confused on one point, how do you see through a sanctuary spell? Sanctuary allows a spellcaster avoid being attacked if he doesn't attack himself, but it doesn't in any way prevent or obscure vision.

The_Shaman
2006-08-19, 08:27 PM
I always thought that he becomes somehow like invisible. At any rate, an adept is able to fully recognize an opponent within a sanctuary for who he is - and attack them.

Fizban
2006-08-20, 06:30 AM
Sanctuary doesnt diguise in any way. If a creature tries to attack someone under a sanctuary effect, the spell forces them to stop. It's an abjuration effect, not exactly something you have to see through.

The_Shaman
2006-08-20, 08:58 AM
Hmm, interesting, I may have to revise that... Otherwise, any comments on the other class features?

Pegasos989
2006-08-20, 11:52 AM
The "concentration including flat-footedness" is because I believe that an activity requiring really intense concentration does not allow you to react properly to other stimuli, and doesn't allow you to defend yourself properly, among other things.


And here we have an explanation on why spellcasting provokes AoO but that AoO can be avoided by being good enough in concentration (dc 15 check)!

I think that if you want to modify that, you should just add DC of the said concentration check for that purpose to show that they require more concentration than normally.

The_Shaman
2006-08-21, 04:40 AM
I wanted it to work a little more like a trance in the case of the shadow sense feature. For the eyes of the horizon, it might work that way, yeah.

Edit: made some changes - the lightblade should be more accurate, and eyes of the horizon does not help against sanctuary - but it could help against other illusions, with one condition: it now works only at a close distance. Also, I did specify that one can't use mirror metamagic to heighten a spell, but now that I think about it, that would just restore the option of having its DC increase by a further +1, and that was included in earlier versions of the class. Would this be too powerful?

knightsaline
2006-08-26, 12:34 AM
I jut thought it would be a really good PrC for a fighter. imagine a fighter that walks the path of twilight, banishing undead with a blade that shines as bright as the sun, cloaks themselves in shadow to catch that lich unawares. I would give the twilight fighter some sort of sneak attack on anything that could be turned by a cleric, the shadow cloak and the ability to imbue a weapon with neither solar energy or shadowstuff. he/she would be able to have one weapon of each. the shadow blade could be used to deal extra damage to constructs.

just my 2 cps worth

Fax Celestis
2006-08-26, 01:24 AM
I jut thought it would be a really good PrC for a fighter. imagine a fighter that walks the path of twilight, banishing undead with a blade that shines as bright as the sun, cloaks themselves in shadow to catch that lich unawares. I would give the twilight fighter some sort of sneak attack on anything that could be turned by a cleric, the shadow cloak and the ability to imbue a weapon with neither solar energy or shadowstuff. he/she would be able to have one weapon of each. the shadow blade could be used to deal extra damage to constructs.

just my 2 cps worth
You mean a Shadow Sun Ninja?

knightsaline
2006-08-26, 09:39 PM
You mean a Shadow Sun Ninja?

never heard of it. I only have the PHB and an outdated 2nd ed psionics book at my disposal, as well as the D20 SRD. what book is this PrC from?

edit: i checked the wizards website and I do not need to know what book its from. its from the book of nine swords btw

edit 2: ninja simued through the timestream

Fax Celestis
2006-08-26, 09:50 PM
never heard of it. I only have the PHB and an outdated 2nd ed psionics book at my disposal, as well as the D20 SRD. what book is this PrC from?
The Tome of Battle.