PDA

View Full Version : PEACH my path masteries (A tome of shadows add-on)



peacenlove
2009-04-25, 10:58 AM
Hallo all!
I am a big fan of the descent of shadows project of Realms Of Chaos (found here (http://www.giantitp.com/forums/showthread.php?t=74519)) and i dare say i have used it for one year now (adding or removing where nesesary). I was sad when it went discontinued but i decided to expand it (with my DM's help). These extra path masteries are some of the results.
My first priority would be that these path masteries are balanced with each other and with those made by Realms of chaos. fluff and general balance would have to come second :) So anyone out there using the project care to throw up a comment :smallsmile: ?
Edit: I have converted to pathfinder rules meaning some Path masteries reflect that. But i hope it wont be a hindrance and i can explain anything if the question arises
Edit 2: Updated post with new path masteries. Dark Energy now actually benefits negative energy spells :smallredface: Also empowered Unnatural Toughness and Evasive Figure and put some scaling in Shadow fortification.
Edit 3: Finally updated the shadowcaster and its path masteries to 100% Pathfinder rules.


Here we go

Alone in the Dark (Apprentice)
Following the myriad paths of shadow, you become adept of survival and covering your tracks.
Prerequisites: Path Mastery, ability to cast the Path of Woe mystery.
Benefit: you gain Survival as a class skill (this is not a supernatural ability).
In addition you gain the Trackless Step (http://www.d20pfsrd.com/classes/core-classes/druid#TOC-Trackless-Step-Ex-) ability.

Awakening Wind (Apprentice)
The transition from dark to light holds untapped potential that you can exploit.
Prerequisites: Path Mastery, ability to cast the Morning Mist mystery.
Benefit: A number of times per day equal to your Intelligence modifier, as a swift action, you can place a boon to all allied creatures within close range that are affected by your mysteries (including yourself).

Affected creatures gain temporary HP equal to the number of creatures affected and a luck bonus to saving throws, ability and skill checks equal to half (rounded down, minimum 0) the number of creatures affected for a number of rounds equal to half (rounded down, minimum 0) the number of creatures affected.

Black Arcanist (Master)
Your mastery over arcane knowledge accumulated through countless eons shape your power and mind into something unstoppable.
Prerequisites: Path Mastery, ability to cast the Dark Athenaeum mystery.
Benefit: Your mysteries gain +1 DC.

Choose a number of skills equal to your intelligence modifier. You gain the ability to take 10 on those skills even if stressed or threatened.

You gain a +2 bonus on dispel checks. This is added even if the upper limit of the spell is reached.

Black Lore Keeper (Initiate)
You wont relinquish your secrets so easily.
Prerequisites: Path Mastery, ability to cast the Unearth Secrets mystery.
Benefit: Whenever a creature successfully targets you with a mind affecting effect, he is stunned for 1 round (Will negates, DC 10 + caster level + charisma modifier).

In addition you gain the slippery mind (http://www.d20pfsrd.com/classes/prestige-classes/shadowdancer#TOC-Slippery-Mind-Ex-) ability.

Bleak Clarity (Master)
You have created a potent ward to protect both body and mind.
Prerequisites: Path Mastery, Ability to cast the Ward of Reflection mystery.
Benefit: Against hostile magic you gain the evasion and mettle abilities.

If you already possess evasion due to a feat, a path mastery or a class feature you instead gain improved evasion.

If you already possess mettle due to a feat, a path mastery or a class feature you instead gain a +2 bonus on fortitude and will saves.

Dark Determination (Apprentice)
You have learned to escape the bonds of magic through sheer will power.
Prerequisites: Path Mastery, ability to cast the Dark Silhouette mystery.
Benefit: You use your Charisma modifier instead of your Dexterity modifier on Reflex saves.

In addition you don't automatically fail your Will save on a die roll of 1. Resolve the roll normally.

Dark Energy (Master)
None can resist the raw power of darkness.
Prerequisites: Path Mastery, ability to cast the Dust to Dust mystery.
Benefit: By increasing the mystery's casting time to a full round action, creatures affected by your mystery do not receive their resistances to elemental energy nor do they receive any saving throw bonus versus negative energy effects. Immunities still apply however.

Dark Hallucinations (Apprentice)
Creatures are compelled to believe your version of the world around them.
Prerequisites: Path Mastery, ability to cast the Dark Phantom mystery.
Benefit: Even if the viewer disbelieves an illusion created by you and communicates the details of the illusion to other creatures, those other creatures do not receive the normal +4 bonus on their saving throw to disbelieve the illusion.

Furthermore, even when presented with incontrovertible proof that the illusion isn't real, creatures must still succeed on a Will saving throw to see objects the illusion obscures, although they get a +10 bonus on the saving throw.

Dark Native (Initiate)
Your body and mind are accustomed to the harsh conditions of a bleak realm.
Prerequisites: Path Mastery, Ability to cast the Unearthly Marsh mystery.
Benefit: You gain the woodland stride ability that applies to all natural terrains.

In addition, you gain the mettle ability.

Dungeon Delver (Apprentice)
Your familiarity with traps has honed your reflexes to a supernatural degree.
Prerequisites: Path Mastery, ability to cast the Rescind Peril mystery.
Benefit: You gain the a +1 Dodge bonus to AC vs spells and spell like abilities. This bonus increases by +1 for every 3 Shadow caster levels you possess beyond the 3rd.

Eternal Warlord (Master)
You become a legendary legionnaire of darkness, a figure that can alter the flow of entire battles, outsmart even the most intelligent generals and inspire your troops with the influence of darkness.
Prerequisite: Path Mastery, Ability to cast the Forgotten Battleground Mystery
Benefits: You project an aura 30 feet wide from your person.
Allied creatures inside this aura can determine the hit die and current and total number of hit points of any creature within line of sight. This is a divination effect.

As a swift action you may teleport any number of allied creatures inside your aura. The destination point must be again anywhere inside your aura.
Creatures so teleported are freed from any move impending effects, just as a freedom of movement was cast on them with a duration of one round. You can use this ability once per 5 rounds.

Allied creatures inside your aura gain an extra attack when they successful score a critical hit. Even creatures immune to critical hits trigger this effect but each creature inside this aura cannot benefit from this effect more than once per round.

Whenever an allied creature inside this aura drops below half hit points, he gains DR 2/-, stacking with any similar damage reduction, and a +4 morale bonus to strength or dexterity (creature's choice) until the end of the encounter or until he leaves the aura.

Evasive Figure (Initiate)
Shadows fine tune your reflexes and cover your nimble moves.
Prerequisites: Path Mastery, ability to cast the Form of Shadow mystery.
Benefit: You gain the evasion ability.

Whenever you are subjected to an attack and due to evasion you negate the damage you would receive, in conditions other than bright light, you gain total concealment for 1 round and can choose to teleport anywhere within close range, provided that you have line of sight and effect and the destination is within darkness or shadow illumination.

If you move this way, you become immobilized for the next round.

Grave Drifter (Apprentice)
You have learned to walk the fine line between life and death gaining strength while you approach your end.
Prerequisites: Ability to cast the Land of Darkness Mystery
Benefit: Whenever you have less than half your total hit points remaining, you gain a +10 bonus to your land speed and a +2 bonus to saves versus positive and negative energy effects. Furthermore you are immune to the slow condition.

Whenever you have less than a quarter of your total hit points remaining, you gain concealment in conditions darker than bright light, a +2 bonus to saves versus death effects and effects that affect your soul and a +5 bonus to stealth checks. Furthermore you cannot be immobilized.

Guarded Instincts (Initiate)
You are always ready for trouble.
Prerequisites: Path Mastery, ability to cast the Dark Insinuation mystery.
Benefit: You cannot be surprised and you take a full round worth of actions in a surprise round if you start your turn within darkness or shadow illumination.

Inevitable Fate (Master)
Even the most stalwart willpower proves to be feeble before your powers of domination.
Prerequisites: Path Mastery, ability to cast the Never ending Service mystery.
Benefit: Targets of your charm spells do not gain a bonus to their saving throw when threatened, nor do targets of your compulsion spells when they are forced to do something against their nature.

In addition you gain telepathy out to 100 feet (You can communicate telepathically with any creature within 100 feet that has a language).

Insidious Whispers (Initiate)
By hearing the whispers of darkness, you gain varied knowledge about the mortal coil.
Prerequisites: Path Mastery, ability to cast the Midnight Scream mystery.
Benefit: You gain the Lore (http://www.d20pfsrd.com/classes/prestige-classes/loremaster#TOC-Lore) ability as a Lore master of your Shadow caster level.

In addition you gain extra skill points equal to your Shadow caster level (This is an extraordinary ability).

Life Sense (Master)
Nothing can hide from the blinding truth.
Prerequisites: Path Mastery, ability to cast the Absolute Truth mystery.
Benefit: You gain the Life sense feat (Libris Mortis) ignoring all prerequisites.

However, instead of size, the HD of the creature determines how much light it will emit (20 feet per HD of the creature). In addition you can determine its condition as though you were under the effects of a deathwatch spell. This sight penetrates illusion effects of up to 4th level.

In addition your Umbral Sight extends to a range up to your normal sight.

Lost Memories (Initiate)
Tapping on twisted memories and dark secrets you project an aura of uneasiness.
Prerequisites: Path Mastery, ability to cast the Manipulate Memory mystery.
Benefit: You gain an awesome presence when you attack or cast a mystery. Creatures in a 10 feet per caster level radius with HD less than than your shadow caster level take a -5 penalty on will saves versus your mysteries and other abilities you generate for 4d6 rounds.

Creatures that have an intelligence of 2 or lower are immune to this effect. A successful will save (DC is 10 + caster level + charisma modifier) negates this effect and renders the creature immune to the effects of your aura for 24 hours.

This effect can affect targets only once per encounter.

Pull of the Void (Initiate)
Your mastery of the skies is unquestionable.
Prerequisites: Path Mastery, ability to cast the Descending Sky mystery.
Benefit: Airborne creatures attacking you take a -1 penalty to attack and damage rolls.

In addition a number of times equal to your Charisma modifier, target creature at a medium range must make a fortitude save or his fly speed is halved and he takes a penalty to his fly checks equal to half your caster level. The save DC is 10 + caster level + charisma modifier, the duration is 1 round / 2 caster levels and you can activate this ability as a move action.

Relentless Brutality (Initiate)
You become a beast born of the darkest nightmares.
Prerequisites: Path Mastery, Ability to cast the Beast Within mystery.
Benefit: You gain the Scent (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Scent-Ex-) special quality.

Whenever a creature makes a melee or melee touch attack at you he provokes an attack of opportunity from you.

For every 25 hit point damage you take from creatures other than you, you gain a +1 stacking morale bonus on strength that lasts until the end of the encounter.

Second Presence (Initiate)
Your shadow helps you in conditions that would otherwise knock you out.
Prerequisite: Path Mastery, Ability to cast the Shadow Merge mystery
Benefit: You can cast and concentrate on apprentice mysteries when you are dazed (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed), confused (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused), nauseated (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated), or stunned (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned).

Only personal mysteries and mysteries that affect your person can be cast that way.

Slime Skin (Apprentice)
The shadows grant you a thin layer of ooze. Whether that ooze is sticky or slippery depends on the situation.
Prerequisites: Path Mastery, ability to cast the Summon Ooze mystery.
Benefit: While in darkness or shadowy illumination add your shadow caster level rather than your B.A.B. to to your Combat Maneuver Defense (CMD).

In addition you gain a +2 bonus on Climb and Escape Artist checks.

Shadow Fortification (Master)
As easy as is to build solid defenses around you, is to fortify yourself.
Prerequisites: Path Mastery, Ability to cast the Umbral Citadel mystery.
Benefit: You gain resistance to fire, cold and electricity equal to your shadow caster level, and a armor bonus to AC equal to your charisma modifier.

This armor bonus is a force effect and cannot be bypassed by incorporeal creatures as easy as normal armor.

The resistances do not stack with any similar resistances gained through magic items or spells.

Spell Lock (Initiate)
Prerequisites: Path Mastery, Ability to cast the Antimagic Burst Mystery
Benefit: Whenever you affect a creature with a mystery, all beneficial active spells and effects on his person are treated as if they were 1 caster level lower for all purposes (such as duration, dispel checks, spell effects tied to caster level and so on). This penalty is cumulative however it can be applied once per round.

Spells and effects that have a caster level below the minimum required to be cast, still function at their reduced caster level.

Tutor of Darkness (Apprentice)
You are adept at understanding strange scriptures and languages.
Prerequisites: Path Mastery, ability to cast the Shadow Homunculus mystery.
Benefit: you gain Linguistics as a class skill (this is not a supernatural ability) and you gain the Skill Focus (Linguistics) feat.

Umbral Conduit (Master)
You have become one with Darkness and your power comes directly from its boundless energy.
Prerequisites: Path Mastery, ability to cast the Freezing Rift mystery.
Benefit: You are immune to any harmful planar effects of the Plane of Shadow and Negative Energy Plane.

Furthermore a number of times equal to your Charisma modifier, as a swift action, you place a boon upon you. Your next mystery or spell with the [Shadow] sub-school is cast is affected as though it was cast at either the Plane of Shadow or the Negative Energy plane (your choice), thus benefiting from its enhanced magic trait if eligible (DMG 3.5 page 152 and 157 correspondingly).

This benefit last until the start of your next turn or until you cast a mystery, whichever comes first.
Note: This needs rework since in the pathfinder rule system since there are no updated planar traits.

Umbral Cunning (Apprentice)
No device can escape your gaze.
Prerequisites: Path Mastery, ability to cast the Shadow Poison mystery.
Benefit: You gain the Trap finding (http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Trapfinding) special ability.
In addition Disable Device as a class skill (this is not a supernatural ability).

Blot out the Magic (Master)
You can easily nullify the great powers of the sun. Scrambling the abilities of lesser creatures is nothing to you.
Prerequisites: Path Mastery, ability to cast the Eclipse mystery.
Benefit: Target creature at medium range can't use spells or spell like abilities for 1 round unless it succeeds on a will save (DC is 10 + caster level + charisma modifier).

This ability is usable a number of times equal to your charisma modifier, as a swift action and if successful, cannot be used at the same target until after 5 rounds have passed.

Unnatural Toughness (Master)
Empowered with the stamina of the shadows, it is very difficult to bring you down.
Prerequisites: Path Mastery, ability to cast the Dark Revival mystery.
Benefit: You gain Damage Reduction 5 / -, stacking with any similar Damage reduction.

Furthermore you are automatically stabilized while in negative Hit Points and you gain the ferocity (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Ferocity-Ex-) special ability

Warp Material (Initiate)
You can use the shadows of nearby objects to hide and escape.
Prerequisites: Path Mastery, ability to cast the Passage of Shadows mystery.
Benefit: You gain the Hide in Plain Sight (http://www.d20pfsrd.com/classes/prestige-classes/shadowdancer#TOC-Hide-in-Plain-Sight-Su-) and the Shadow Jump (http://www.d20pfsrd.com/classes/prestige-classes/shadowdancer#TOC-Shadow-Jump-Su-) abilities. The total distance that you can jump is 10 feet per Caster Level rather than the normal listed.

peacenlove
2009-04-27, 06:16 AM
Bump for (hopefully) comments...

Realms of Chaos
2009-04-27, 09:43 AM
Wow. Good work. Realms of Chaos seal of approval. :smallbiggrin:

For now, I see two things that look a bit odd, but they might just be from my lack of knowledge of Pathfinder.

First of all, Dark Energy looks a bit wierd. I've heard of positive energy resistance (from libris mortis) but not negative energy resistance. Does this stop undead from healing? Is negative energy resistance a new pathfinder thing I overlooked?

Secondly, The auto-stabilization of Unnatural toughness seems a bit weak for a feat you'll get at 14th or 15th level. Instead (or in addition), I'd extend the threshold of death (negative hit points you can live at) by your charisma/intelligence bonus or score. Seems a bit more potent that way.

I'll take a closer look at them later.

peacenlove
2009-04-27, 12:32 PM
Negative energy resistance is given by a spell of the same name. Cleric 3rd level if i remember correctly. Its a 3.5 thingy from manual of the planes, just like fire resistance but versus negative energy damage (a common source would be inflict spells). I am sure it is updated somewhere else.
Sure its kinda (unheard of) very rare but it fit the flavor of the feat so i added it there. Dont want it to beat immunities but if it fits (power wise) i could make mysteries negate any bonuses to saves vs elemental and negative energy damage the target might have (and in pathfinder immunities given from spells only are converted into a hefty save bonus, usually +4 or +8).

For Unnatural toughness lets make it in addition that your threshold of death will be extended by a number equal to your Shadowcaster level. (It would be kinda odd to tie it to an ability due to the frequent increases/decreases that fly around)

Thanks for the comments!

DCironlich
2009-05-04, 08:15 AM
When you design these mysteries/paths, are you assuming that the player is using the Shadowcaster as written in the Tome of Magic, or the author-revised Shadowcaster?

peacenlove
2009-05-04, 03:48 PM
When you design these mysteries/paths, are you assuming that the player is using the Shadowcaster as written in the Tome of Magic, or the author-revised Shadowcaster?

I am assuming the player is using the Shadowcaster as written in the Tome of magic (except for the DC for supernatural abilities which is logical to be 10+1/2 caster level+charisma bonus). To be honest i haven't played much with the proposed fixes from ari marmell (only played with Tome of shadow material since it first came out on the wizards site) and those path masteries were made in order to fill the gap in Descent of Shadows project since i was under the impression that it was discontinued.
However they could be used IMO for either playstyle because i believe with the author's fixes there is less of a reason to complete a path especially when you use homebrewed mysteries.
More than that these path masteries will also be the basis for my pathfinder shadowcaster (who is near completion), who will be comparatible with Descent of shadows material since we use them heavily in our group.

DCironlich
2009-05-05, 12:21 PM
Thanks for the clarification. I have been playing a now 5th level Shadowcaster/6th level Master of Shadow for approximately 1.5 years. I decided to stick with the original Shadowcaster, as written in the Tome of Magic.

As my character has progressed in level, I've found that I've been rather conservative with my choice of mysteries. I wrestled with the mystery/path options in the Tome of Magic. Seeing the Descent of Shadow and your work makes it tougher on Shadowcaster players like me :)

Thanks for the hard work!

CaBaaL
2010-02-08, 04:08 PM
how it is said? ORAIA DOULEIA
only a few points:
-Bleak Clarity is too much the stacking with mettle, there is none else that can do that and it is op for someone that allready has alot of thing to add in the party (shadowcasters are not the spell-tanks)
-Shadow Fortification does this stucks with AC from armors and braces of armor? i would suggest say it it insight bonus or deflection
-Unnatural Toughness is at 20lvl -210hps or -30hps? i beleave -30hps at 20lvl is ok
-Dark energy should have uses/day and make the afected mystery a fullround action

peacenlove
2010-02-08, 07:38 PM
how it is said? ORAIA DOULEIA
only a few points:
-Bleak Clarity is too much the stacking with mettle, there is none else that can do that and it is op for someone that allready has alot of thing to add in the party (shadowcasters are not the spell-tanks)
-Shadow Fortification does this stucks with AC from armors and braces of armor? i would suggest say it it insight bonus or deflection
-Unnatural Toughness is at 20lvl -210hps or -30hps? i beleave -30hps at 20lvl is ok
-Dark energy should have uses/day and make the afected mystery a fullround action

First of all: EFHARISTO :smallbiggrin:
Bleak Clarity: Will fix it. Will only grant mettle with no additional bonus for already having mettle.
Shadow fortification is an armor bonus. It doesn't stack with regular armor or bracers. you gain this ability at 17th level at the least where your charisma will be around 27 (a +9 bonus already greater what bracers of armor could give). Insight or deflection bonus would be too much, however i could make that armor bonus count for touch attacks if you feel that this ability is weak
Unnatural toughness is clarified, its -30 hp at 20th level as you suspected
Dark energy: its weaker than piercing fire or cold metamagic feat (it doesn't pierce immunities) and its an ability that is granted at 17th level at least. The dangerous part is the necromancy buff but a death ward or can handle it. However i can add the full round action restriction, i will think about it.

peacenlove
2010-03-10, 05:56 AM
Oops it seems that i have forgotten some paths when making my path masteries. Here are they now :smallsmile: (Still missing Darkland walker path mastery though if anyone has ideas i would like to hear them :smallbiggrin: )
Also i have redone the Midnight Savagery path mastery, the old version, while balanced, seemed ... dull to me, tell me your opinions :smallsmile:

Eternal Warlord [Path Mastery] (Master)
You become a legendary legionnaire of darkness, a figure that can alter the flow of entire battles, outsmart even the most intelligent generals and inspire your troops with the influence of darkness.
Prerequisite: Ability to cast the Forgotten Battleground Mystery
Benefits: You project an aura 30 feet wide from your person.
Allied creatures inside this aura can determine the hit die and current and total number of hit points of any creature within line of sight. This is a divination effect.
As a swift action you may teleport any number of allied creatures inside your aura. The destination point must be again anywhere inside your aura. Creatures so teleported are freed from any move impending effects, just as a freedom of movement was cast on them with a duration of one round. You can use this ability once per 5 rounds.
Allied creatures inside your aura gain an extra attack when they successful score a critical hit. Even creatures immune to critical hits trigger this effect but each creature inside this aura cannot benefit from this effect more than once per round.
Whenever an allied creature inside this aura drops below half hit points, he gains DR 2/- stacking with any similar damage reduction and a +4 bonus to strength or dexterity (creature's choice) until the end of the encounter or until he leaves the aura.

Second Presence [Path Mastery] (Initiate)
Your shadow helps you in conditions that would otherwise knock you out.
Prerequisite: Ability to cast the Shadow Merge mystery
Benefit: You can cast and concentrate on apprentice mysteries when you are dazed, confused, nauseated, or stunned. Only personal mysteries and mysteries that affect your person can be cast that way.

Relentless Brutality [Path Mastery] (Initiate)
Prerequisites: Ability to cast the Beast Within mystery.
You become a beast born of the darkest nightmares.
Benefit: You gain the Scent special quality (Monster Manual)
Whenever a creature makes a melee or melee touch attack at you he provokes an attack of opportunity from you. For every 25 hit point damage you take from creatures other than you, you gain a +1 stacking bonus on strength that lasts until the end of the encounter.

Grave Drifter [Path Mastery] (Apprentice)
You have learned to walk the fine line between life and death gaining strength while you approach your end.
Prerequisites: Ability to cast the Land of Darkness Mystery
Benefit: Whenever you have less than half your total hit points remaining, you gain a +10 bonus to your land speed and a +2 bonus to saves versus positive and negative energy effects. Furthermore you are immune to the slow condition.
Whenever you have less than a quarter of your total hit points remaining, you gain concealment in conditions darker than bright light, a +2 bonus to saves versus death effects and effects that affect your soul and a +5 bonus to hide and move silently checks. Furthermore you cannot be immobilized.

Spell Lock [Path Mastery] (Initiate)
Prerequisites: Ability to cast the Antimagic Burst Mystery
Benefit: Whenever you affect a creature with a mystery, all beneficial active spells and effects on his person are treated as if they were 1 caster level lower for all purposes (such as duration, dispel checks, spell effects tied to caster level and so on). This penalty is cumulative however it can be applied once per round. Spells and effects that have a caster level below the minimum required to be cast, still function at their reduced caster level.