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eftexar
2011-06-30, 07:30 PM
Disciple of the Fade (3.5)

Abilities: Wisdom is important because it sets the DCs of your Veils and Fades, as well as your ability to gain them. Meanwhile charisma determines the power of your Tenebrous Domination ability, many effects of your fades, the number of uses you have with Circumlocate, and increases the check of your retroflux ability. Intelligence, Constitution, and Dexterity can also help; but strength is probably your dump stat.

Organization: A Disciple of the Fade is almost always part of a clergy and in many ways functions in the same faculties as a cleric of a normal church would. Those not part of a church usually work loosely with others dedicated to whatever their cause may be, often without their “allies” permission.

Alignment: Most Disciples of the Fade are evil in nature, though good disciples aren’t entirely unheard of. Regardless a Disciple of the Fade may not be of the lawful good alignment.

Religion: All Disciples of the Fade follow some sort of deity of darkness or shadow. In fact you must worship a deity of darkness or shadow to enter this class.*
*The exception to this is if you possess a shadow-plane template at creation or are of a race that traces its lineage directly to the shadow plane.

Background: Disciples of the Fade are devout followers of shadow. Although it isn’t impossible for a Disciple of the Fade to discover the powers of shadow on their own, it is more likely for them to be taught by a member of some church dedicated to darkness.

Races: A Disciple of the Fade may be of any race, although Drow are the most likely to take levels in this class.

Other Classes: Your strange magic, which resembles a combination of invocations and mysteries, leaves people on edge. The only classes you are liable to get along with are those that wield shadow magic or use some form of profane magic. Clerics and Paladins are liable to be hostile, remaining wary even if you prove yourself an ally.

Role: The Disciples of the Fade are best as blasters or anti-mages. Their incredible flexibility allows them to shape their spell-like abilities and hit enemies without hitting allies, while debuffing enemies. They do however lack melee capability and though they are flexible, they are still more limited than full spellcasters. Keep off of the front-lines unless you know how to optimize.

Class Features

Hit Die: d4

Starting Gold: As Sorcerer

Skills: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (the planes)* (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis)
*The Disciple of the Fade may not make any checks with this skill that do not pertain to the plane of shadow (or its equivalent in your campaign)

Skill Points: 2 + Int mod (x 4 at first level)

{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Fades Known (Readied) | Veils
1st | +0 | +0 | +0 | +0 | Veil (dim), Fade (basic), Tenebrous Domination | 1 (2) | 0
2nd | +1 | +0 | +0| +0 | | 1 (2) | 1
3rd | +2 | +1 | +1| +1 | Retroflux (10ft) | 1 (2) | 1
4th | +3 | +1 | +1 | +1 | | 2 (2) | 2
5th | +3 | +1 | +1 | +1 | Retroflux (20ft) | 2 (2) | 2
6th | +4 | +2 | +2 | +2 | Veiled Flux | 3 (2) | 2
7th | +5 | +2 | +2 | +2 | Veil (dark) | 3 (3) | 3
8th | +6/+1 | +2 | +2 | +2 | Retroflux (30ft) | 3 (3) | 3
9th | +6/+1 | +3 | +3 | +3 | Fade (advanced) | 4 (3) | 4
10th | +7/+2 | +3 | +3 | +3 | Retroflux (40ft) | 4 (3) | 4
11th | +8/+3 | +3 | +3 | +3 | Reflux | 5 (4) | 4
12th | +9/+4 | +4 | +4 | +4 | Veil (darker) | 5 (4) | 5
13th | +9/+4 | +4 | +4 | +4 | | 6 (4) | 5
14th | +10/+5 | +4 | +4 | +4 | Flux Field (0-1) | 6 (4) | 6
15th | +11/+6/+1 | +5 | +5 | +5 | Retroflux (50ft) | 6 (4) | 6
16th | +12/+7/+2 | +5 | +5 | +5 | Flux Field (0-2) | 7 (5) | 6
17th | +12/+7/+2 | +5 | +5 | +5 | Veil (darkest) | 7 (5) | 7
18th | +13/+8/+3 | +6 | +6 | +6 | Flux Field (0-3), Fade (master) | 8 (5) | 7
19th | +14/+9/+5 | +6 | +6 | +6 | Retroflux (60ft) | 8 (5) | 8
20th | +15/+10/+5 | +6 | +6 | +6 | Circumlocate | 8 (5) | 8
[/table]

Weapons and Armor Proficiencies: You are proficient with all simple weapons. You are also proficient with light armor, but not with other armor or with any shields.

Class Abilities

The Fade:
At each level indicated you gain a new fade. You must be of a level equal to twice the fades level - 1 and have been granted access to its category (see Fade(-)) to select it. All fades are spell-like abilities with a DC of 15 + 1/2 level + wisdom modifier – level of the fade, and are considered divine in nature. Unless otherwise noted a fade takes a standard action to cast.
You do not suffer from failure chances with armor, however a fade may be interrupted just as a spell could (which means you may cast defensively and benefit from feats pertaining to doing so) and all fades are subject to spell resistance.
You may prepare a number of fades at any one time equal to that listed in parenthesis beside your fades known. You may select the same fade multiple times for multiple uses. You may only prepare, with the exception of first level fades (which don't count for this limitation), a single fade from your highest level of fades once. Once used a fade is no longer prepared and may not be used again until it is. You may prepare a single fade as a fullround action, at anytime, as long is does not exceed your maximum prepared. You may unready (without actually activating them) any number of fades as a swift action.
Even though you do not cast spells in the traditional sense, your effective “caster level” is equal to your levels in this class. You are considered a divine caster.
Anyone attempting to dispel or suppress a fade effect because of a shadow descriptor must make an opposed charisma check to succeed. If suppressed this check must be made each round.

The Veil:
At each level indicated you gain a new veil. You may only select a veil that you have been granted access to (see Veil under special). Modifying a fade with a veil increases the casting time of the veil to a fullround action. You may not add more than one veil to a single fade (unless through the use of a special ability).
You may modify any fade that doesn’t have a range of self or emanation with an effusion veil. You may modify fades with a transfiguration veil only if they have an area of ray or ranged touch.
A veil is considered part of any fade you use it with (effectively the fade and the veil are considered a single spell-like ability).

Lv1 > Tenebrous Domination [Sp]:
This ability functions similarly to the spell dominate monster (see the players handbook 3.5), but with some differences. The save equals 10 + 1/2 level + charisma modifier and you may only target subjects native to the shadow plane, that have a shadow-oriented template, or that have ‘shadow’ or ‘dark’ (or any derivative of those words) in their name. You may target creatures that have no intelligence score with this ability, although intelligent creatures gain a +2 circumstance bonus to their saves.
Additionally you may not command more HD of targets than your own HD and you are automatically assumed to be able to communicate with the subject. Each subject you control imposes a -1 to your DC of this ability.
You may use this ability wisdom modifier + charisma modifier times per day.

Lv3, 5, 8, 10, 15, 19 > Retroflux [Sp]:
You may attempt to reflect any spell (or other casting ability), spell-like/psi-like ability, or supernatural ability that targets you and you are aware of once per round. Doing so requires you would be capable of making an attack of opportunity as normal however (and expends one as normal) and that it doesn’t catch you flatfooted. You must expend a prepared fade as part of using this ability.
You must make a special check to succeed on this which consists of your charisma modifier + the level of expended fade + d20 – number of times you have used this ability that day. Your opponent immediately makes an opposed check using the modifier relevant to the ability (usually the casting modifier) + d20 roll.
If you successfully beat their check you block the effect. If you successfully beat their check by 5 or more you may turn the spell back on them. Regardless of the original effects it only targets the caster. You must be able to see the caster to reflect it (but not necessarily to block as long as you aren’t caught flatfooted).
If the caster has a means of re-reflecting the effect, and uses it, the spell explodes releasing a shockwave from the point directly between you and the caster dealing the casters level in untyped damage in an area of 60ft +5ft per level of effect (if it had one).
The number listed in parenthesis designates the area you threaten for purposes of using this ability. You are not limited to this range if you ready a partial action to use it (for a single use anyways).

Lv6 > Veiled Flux [Sp]:
You may attempt to block an effect that doesn't specifically target you (such as an AoE) with retroflux. You may not reflect an effect in this manner and it only blocks it from affecting your location.

Lv11 > Reflux:
You may use retroflux up to twice a round, instead of just once.

Lv14 > Flux Field [Su]:
0 through 1st level spells (and other leveled magical effects) are turned (this still requires a check) by your retroflux ability with no action on your part. At level 16 this also adds 2nd level spells to those reflected and at level 18 this adds 3rd level spells to those reflected.

Lv20 > Circumlocate [Sp]:
Once per day per charisma modifier you possess you may choose to redirect a reflected effect from retroflux against a target other than the original caster. If your charisma modifier is not at least 1 you may only use this ability once per week.

Encroaching Gloom:
An increase in casting level for the Disciple of the Fade increases casting level for purposes of both fades and veils (granting both if applicable).

Design Notes:
My intent in creating this class was originally to create a warlock/shadowcaster hybrid prestige class. In the end I decided to create my own system combining two lists of effects (fades and veils).
I keep going back and forth as to whether or not I should decrease the BAB and/or give a better save, but am worried about the sheer customizability this class provides making it unbalanced.
The reason I list many effects simply as "levels" and not "levels in this class" or "caster levels" is because limiting effects to within class levels, especially damage and DCs, makes it impossible for "casting" or supernatural-based classes to ever multiclass. For example being a wizard with spell DCs of 24 at level 40, when your base save is 26.
I also tried to avoid uses per day (to no avail) because they drive me nuts.
Anways please PEACH.

eftexar
2011-06-30, 07:32 PM
Epic Progression

{table=head]Level | Special | Fades
21st | | 9
22nd | Bonus Feat | 9
23rd | Retroflux (70ft) | 10
24th | Eternal Gloom | 10
25th | Bonus Feat | 11
26th | Retroflux (80ft) | 11
27th | | 11
28th | Bonus Feat | 12
29th | Retroflux (90ft) | 12
30th | Eclipse | 13
[/table]

Class Abilities
The Fade:
You continue to gain Fades, albeit at a different rate, but no longer have an increase to fades you can ready.

The Veil:
You do not gain any additional Veils.

Tenebrous Domination [Sp]:
This ability continues to progress normally.

Retroflux [Sp]:
The range of retroflux continues to increase from level 23 and every 3 levels afterward.

Eternal Gloom:
You may add a bonus equal to your level + charisma modifier + wisdom modifier - 10 to the damage roll (hit point damage only) of any fade that you cast. If it deals multiple rolls of damage you must choose which one to add this to. This damage is the same type as the damage that you added it to and is not counted towards any effects that any veils might grant.

Eclipse:
Once per day per charisma modifier you possess you may apply two veils to a single fade. If your charisma modifier is not at least 1 you may only use this ability once per week. This does not increase the casting time anymore than one veil would. You may never combine two transfiguration veils in this way.
For the purpose of applying two effusions you are treated as being half your normal caster level for purposes of any damage dealt and durations (saves and other effects remain the same). If you combine an effusion and transfiguration this penalty is not applied.

Bonus Feats:
You may either choose any Metafade feat you qualify for or you may, instead, take one of the following feats that you qualify for: Ebbing Shadows, Thickening Shadows, Gloom and Hellfire, Light and Shadow, Tenebrous Dominion, Shifting Shadows, Eldritch Attunement, Seeping Ink, Total Eclipse, Favorite Fade, Drifting Step, Magic Theft, Fade Focus, Greater Fade Focus, Superior Fade Focus, Specific Fade Focus, Fade Mastery, Veiled Absorbtion, and Faded Absorbtion.

Beyond Level 30
Class AbilitiesThe Fade:
You do not continue to gain fades after level 30, nor do you gain the ability to prepare more.

The Veil:
You do not gain any additional Veils.

Tenebrous Domination [Sp]:
This ability does not change or progress beyond that described in the ability.

Retroflux [Sp]:
The range of retroflux does not continue to increase.

Eternal Gloom:
This ability does not change or progress beyond that described in the ability.

Eclipse:
This ability does not change or progress beyond that described in the ability.

Bonus Feats:
You continue gaining bonus feats at level 31 and every 3 levels afterward. The same restrictions apply.

eftexar
2011-06-30, 07:34 PM
Fades



Basic
Level 1

Ice Ball
School: Evocation [Cold, Shadow]
Range: Ray (30ft + 5ft per charisma modifier)
Duration: Instantaneous
Saving Throw: None
You deal 1d4 + 1d4 per 4 levels points cold damage to your target.
Empower: By expending a prepared fade of equal level or higher you may increase the number of spears you can fire. You may fire additional bolts equal to the expended fades level. You may not strike any single target more than once. Additionally a reflex save is now allowed to half damage.

Twilight
School: Conjuration [Creation,Shadow]
Range: Ranged Touch (45ft + 10ft per charisma modifier)
Duration: see text
Saving Throw: see text
Any target struck by this is affected as if by the glitterdust spell (see players handbook) if they fail the assocaited save.
Empower: By expending a prepared fade of 5th level or higher your target emanates a 10ft cloud that functions like glitterdust for the first charisma modifier rounds of this ability.

Shadow Oil
School: Conjuration [Creation,Shadow]
Range: Ray or Ranged Touch (30ft + 5ft per charisma modifier)
Duration: see text
Saving Throw: Refx (see text) and Fort (see text)
Your target treats all terrain as difficult terrain and takes an extra 10% damage from all fire damage (if the target has immunity reduce this to 90% reduction). You target may make a reflex save initially to prevent it from taking hold and then may make a fortitude save each round at a -1 to the original DC each round after to end it.
Empower: By expending a prepared fade of equal level or higher you may increase the weakness to fire. Multiply the level of the expended fade by 5 to determine the increase in percentage.

Blast of Fear
School: Illusion [Mind-Affecting,Shadow]
Range: Ranged Touch (15ft + 5ft per charisma modifier)
Duration: 1d4 + 1 rounds
Saving Throw: Will negate
The shadows around your foe vaguely form into menacing images that taunt and harry your subject. Your target must make a save or be shaken. Failing by 5 or more leaves your subject frightened instead and failing by 10 or more panicked instead.
Empower: By expending a prepared fade of equal level or higher you may increase the duration of the targets state by a number of rounds equal to the expended fades level.

Smokebomb
School: Conjuration [Creation,Shadow]
Range: Ray (30ft + 5ft per charisma modifier)
Duration: Instantaneous
Saving Throw: None
You fire a ray at the point you have selected and a burst of shadow funnels outward from that point. This functions similarly to Obscuring Mist (players handbook), except it functions underwater and wind can’t blow it away. This concealment effects are reduced by one category for subjects capable of seeing through magical darkness.
Empower: By expending a prepared fade of equal level or higher you may increase its area number of feet equal to 5 x the expended fades level. Additionally if the expended fade was over 5th level then the ‘fog’ is not put out by nonmagical fires, and instead puts them out.

Break Armor
School: Transmutation [Shadow]
Range: Ray (15ft + 5ft per 2 charisma modifier)
Duration: Instantaneous
Saving Throw: Fort (see text)
Your target takes 1d4 + 1d4 per 10 levels damage and must make a save or have their AC reduced by 2 for charisma modifier rounds.
Empower: By expending a prepared fade of equal level or higher you may reduce your targets AC on a failed save an extra amount equal to the expended fades level.

Shadow Web
School: Conjuration [Shadow]
Range: Ray (15ft + 5ft per 2 charisma modifier)
Duration: see text
Saving Throw: Reflex (see text)
You target must succeed on a reflex save or you may choose to affect it with one of the following: immobilize the target (It can still take other actions normally (that don’t require movement)) for 1 round or cut the targets speed in half for charisma modifier rounds. Upon a succesful save the target instead has its speed reduced by 5ft for 1 round. Multiple reductions in speed do not stack, the highest penalty takes precedence.
Empower: By expending a prepared fade of equal level or higher you may increase the duration of any effect that takes place by a number of rounds equal to half the expended fades level rounded down (to a minimum of a +0 increase).

Level 2

Shade Bolt
School: Evocation [Shadow]
Range: Ray (45ft + 10ft per charisma modifier)
Duration: Instantaneous
Saving Throw: Refx (see text)
You may choose to deal either 2d4 + 1d4 per 4 levels points of nonlethal damage or 1d4 + 1d4 per 8 level points of lethal damage to your target. Your target may make a reflex save to half damage.
Empower: By expending a prepared fade of equal level or higher you may increase the number of bolts you can fire. You may fire additional bolts equal to one less than the expended fades level. You may not strike a single target more than once. When used in this manner a reflex save negates any damage the target would have taken.

Shadow Cloak
School: Conjuration [Creation,Shadow]
Range: Emanation (10ft + 5ft per 2 charisma modifier)
Duration: 1 round per charsima modifier
Saving Throw: Refx (see text)
The shadows around you whirl and buffet anyone within the area. Anyone who fails their reflex save on any round are entangled. They may leave the area to free themselves of its effects. If they exit the area and reenter it in the same round a new save is not granted. Anyone who succeeds on a save instead takes a -1 to their dexterity for 1 round (this stacks).
Empower: By expending a prepared fade of a level equal to or higher than this one you allow this fade to affect targets under the protection of spells or abilities like freedom of movement if you can succeed on an opposed charisma check.

Piercing Shadow
School: Conjuration [Shadow]
Range: Ray (15ft + 5ft per 2 charisma modifier)
Duration: Instantaneous
Saving Throw: Refx (see text)
Your target takes 1d4 damage per 8 levels and must make a save or take a -1 penalty to attack rolls for charisma modifier rounds.
Empower: By expending a prepared fade of equal level or higher you may increase the penalty by an amount equal to two less than the level of the expended fade.

Slashing Shadow
School: Conjuration [Shadow]
Range: Ray (15ft + 5ft per 2 charisma modifier)
Duration: Instantaneous
Saving Throw: Refx (see text)
Your target takes 1d4 damage per 8 levels and must make a save or take a -5 penalty to any DR and SR they have for charisma modifier rounds. This may give a target ‘negative DR or SR.’ A target with negative DR takes extra damage from attacks.
Empower: By expending a prepared fade of equal level or higher you may increase the penalty by an amount equal to two less than twice the level of the expended fade.

Temporal Bolt
School: Transmutation [Shadow]
Range: Ranged Touch (15ft + 5ft per 2 charisma modifier)
Duration: see text
Saving Throw: see text
This functions as the reverse of the Utterance Temporal Twist.
Empower: By expending a prepared fade of 7thlevel or higher you may extend the duration of being dazed by a number of reound equal to 6 less than the level of the expended fade.

Umbral Claws
School: Conjuration [Shadow]
Range: Self
Duration: 1 minute per 2 levels + 1 minute per charisma modifier
Saving Throw: see text
Other than modifications listed within this fade, this functions as the mystery Umbral Touch. In addition to umbral touch’s normal damage you add +1 cold damage per 2 levels you possess.
Empower: By expending a prepared fade of equal level or higher you may add extra damage. For each level of the fade expended beyond the first add 1d4 cold damage.
Special: You may not apply veils to its initial use. Metafade feats do not apply to this fade. Instead you may apply a single effusion veil once each round when you make an attack with this ability.


Level 3

Pitch Black
School: Transmutation [Shadow]
Range: Emanation (10ft + 5ft per 2 charisma modifier)
Duration: 1 round per charsima modifier
Saving Throw: Will negate
Any target that enters within or is within the area of this spell must make a save or be blinded for charisma modifier rounds. A target currently affected by this fade and within its area must continue to make saves or have the duration renewed.
Empower: By expending a prepared fade of equal level or higher you may increase the duration of the targets state by a number of rounds equal to two less than the expended fades level.

Zephyr Strike
School: Transmutation [Shadow]
Range: Ray (30ft + 5ft per charisma modifier)
Duration: Instantaneous
Saving Throw: Refx (see text)
Your target must make a reflex save or be affected as if by the slow spell (players handbook) for charisma modifier rounds. Additionally for every 5 points you target fails its save you are affected by an effect equivelant to haste for 1 round. Multiple haste or slow effects do not stack, but the longest duration takes effect.
Empower: By expending a prepared fade of equal level or higher you may increase the rounds the effect lasts by a number of rounds equal to two less than the level of the expended fade.

Temporal Veil
School: Transmutation [Shadow]
Range: Ranged Touch (15ft + 5ft per 2 charisma modifier)
Duration: see text
Saving Throw: see text
This functions as the reverse of the Utterance Temporal Twist, except that if the target fails its save by 5 or you may grant the benefits of the positive version of temporal twist to any target, except for yourself within the range of this fade.
Empower: By expending a prepared fade of 6th level or higher your target is slowed for the 1d4 + 1 rounds after being dazed upon a failed save.

Naked in the Dark
School: Transmutation [Shadow]
Range: Ray or Ranged Touch (15ft + 5ft per 2 charisma modifier)
Duration: Instantaneous
Saving Throw: Will negate
Your target must make a save or lose the benefits of any effect that prevents or attempts to prevent another from attacking them. If this effect is permanent it is instead suppressed for 1d4 rounds
Empower: By expending a prepared fade of 6th level or higher you gain the benefits of the negated effect for its remaining duration (or charisma modifier rounds if indefinate).
Special: You ignore the benefits of any effect that prevents or attempts to prevent another from attacking when using this fade.

Advanced
Level 4

Icicle Spear
School: Evocation [Cold, Shadow]
Range: Ray (30ft + 5ft per charisma modifier)
Duration: Instantaneous
Saving Throw: Refx (see text)
You deal 2d4 + 1d4 per 3 levels points cold damage to your target. Your target also treats the temperature as being one band lower for 1 hour per charisma modifier (multiple uses stack). This secondard effect is not suppressed in antimagic, but may be interacted with normally otherwise. Your target may make a reflex save to half damage and negate the effect.
Empower: By expending a prepared fade of equal level or higher you may increase the number of spears you can fire. You may fire additional bolts equal to three less than the expended fades level. You may not strike a single target more than once. You do however sacrifice the temperture band effect in empowering this fadeand a reflex save negates any damage the target would have taken (instead of halving it).

Baleful Flicker
School: Conjuration (Teleportation) [Shadow]
Range: Self or Ray (10ft + 5ft per 2 charisma modifier)
Duration: Instantaneous
Saving Throw: Fort negate
Your target must make a save or be teleported up to 5ft per charisma modifier away from their current position (your choice). A target teleported into an object or unoccupiable space, follows the same rules as a standard teleportation spell.
Empower: By expending a prepared fade of a level equal to or higher than this you may force the target(s) to make a reflex save upon successful teleportation or take 1d6 bludgeoning damage per 5 levels and be stunned for 1/2 charisma modifier rounds (minimum of 1).

Spelldrain
School: Transmutation [Shadow]
Range: Ranged Touch (30ft + 5ft per charisma modifier)
Duration: Instantaneous
Saving Throw: Will (see text)
Your target immediately loses 4 spell points or power points and must make a will save or you gain an equivelant amount of spellpoints or powerpoints. You needn’t drain spell points to get spell points or power points for power points. For example you could drain 4 power points and gain 4 spell points. If you campain does not use spell points, then find the closest spell slot for this purpose. These extra points fade away in 10 rounds if they are not used.
Empower: By expending a prepared fade you may increase the amount of spell or power points you drain. When your target fails a save you increase the spell/power point loss by thrice the level of the expended fade. You only recover a quarter of these extra points drained. These extra points fade away in 5 rounds if they are not used.
Special: You may gain spell/power points beyond your maximum, however for each round you do not use them, you take nonlethal damage equal to the toal you are over.

Steal Armor
School: Transmutation [Shadow]
Range: Ray (15ft + 5ft per 2 charisma modifier)
Duration: Instantaneous
Saving Throw: Fort (see text)
This functions as Break armor, except you gain a dodge bonus to your armor equal to that you reduced your foes for charisma modifier rounds. Multiple bonuss from this fade do not stack, the one with the highest bonus takes precedence over lower bonuses (at least until its duration ends).
Empower: By expending a prepared fade of equal level or higher you may reduce your targets AC on a failed save an extra amount equal to three less than the expended fades level.

Kiss the Floor
School: Transmutation [Shadow]
Range: Ray (15ft + 5ft per 2 charisma modifier)
Duration: Instantaneous
Saving Throw: Fort negates
If you target is flying or using any means of floating or hovering above the ground they must make a save or they immediately fall to the ground, taking damage as appropriate for falling. The target takes a -10 to any check to lessen the fall and the slowfall ability does not function during this fall.
Empower: By expending a prepared fade of 7th level or higher you may make it imposible for your target to fly, hover, jump, or otherwise leave the ground for a number of rounds equal to your charsima modifer. This does not interfere with a target swimming (it does not pull them underwater).


Level 5

Shadows of Fear
School: Illusion [Mind-Affecting,Shadow]
Range: Emanation (20ft + 5ft per charisma modifier)
Duration: 1 round per charsima modifier
Saving Throw: Will negate
The shadows around you form vagualy into manacing images that taunt and harry your foes. Anyone who enters the area or remains within it during a round must make a save or be shaken. Failing by 5 or more leaves them frightened instead and failing by 10 or more leaves them panicked. A target remains in this state for 1d4 + 1 rounds, although it is suppressed if they leave the range of this ability.
Empower: By expending a prepared fade of equal level or higher you may increase the duration of the targets state by a number of rounds equal to four less than the expended fades level.

Eldritch Echos
School: Universal [Shadow]
Range: Same as the echo spell mystery
Duration: varies
Saving Throw: varies
This functions as the mystery Echo Spell except you utilize the save of your fade and your caster level from this class instead.
Empower: By expending a prepared fade of equal level or higher you may allow this to echo spells/mysteries or Fades of higher levels. You may echo one of a total number levels higher equal to the fade expended minus two (And yes this could allow you to mimic an epic spell). This fade takes a standard action regardless of the original ability, but may not duplicate a spell that takes more than a fullround action to cast.
Special: This fade may be modified by veils as normal, but only if the spell originally took a standard action or less to cast.

Fade Away
School: Abjuration [Shadow]
Range: Self
Duration: 2 rounds per charisma modifier
Saving Throw: Will (see text)
If a target with invisibility attacks you and succesfully hits during the duration of this ability they immediately lose that bonus (or if a constant effect it is dispelled or suppressed for 1d4 + 1 rounds). The target must also make a will save or you immediately gain the benefits of the effect for its remaining duration (or charisma modifier rounds if its duration is indefinate). If the use of the ability would have normal canceled the effect it is still stolen by you.
Empower: By expending a prepared fade of equal level or higher you may also grant the stolen effect additional targets to subjects equal to the level of the fade expended minus five. Unwilling targets may make a will save to resist.

Dampen Magic
School: Transmutation [Shadow]
Range: Ray (15ft + 5ft per 2 charisma modifier)
Duration: Instantaneous
Saving Throw: Will (see text)
Your targets caster/manifester/invoker/etc level decreases by 1 for charisma modifier rounds and must make a will save or take a further -2 penalty. This does not affect spells/powers/etc per day or spells/powers/etc known. If the target has multiple classes with such casting abilities this affects all of them. Multiple uses of this do not stack, the one with the highest penalty supercedes the others for its duration (the lesser effect would take effect after the greater effects duration ended).
Empower: By expending a prepared fade of equal level or higher you may increase the penalty on a failed will save by 5 less than the expended fade.

Tugging Shadows
School: Conjuration [Shadow]
Range: Ray (45ft + 10ft per charisma modifier)
Duration: Instanteous
Saving Throw: Will negates
Upon a failed save you move the target 10ft per charisma modifier toward or away from you in a straight line. You can’t move a target into a space that it can’t occupy, but you can push targets into hazardous areas.
Empower: By expending a prepared fade of equal level or higher you may move a target an additional 5ft per level of the expended fade.

Smite Ethereality
School: Abjuration [Shadow]
Range: Ray (15ft + 5ft per 2 charisma modifier)
Duration: Instantaneous
Saving Throw: Refx (see text) and Will (see text)
Your target takes 1d4 damage per 4 levels, although a reflex save halves that damage. This damage may only affect an ethereal or incorporeal target. Additionally your target must make a will save or lose all benefits of ethereality or incorporeality (or if a constant effect it is dispelled or suppressed for 1d4 + 1 rounds)
Empower: By expending a prepared fade of equal level or higher you may increase daamge dealt on a failed save by the two less than half the level of the expended fade rounded up multiplied by half your level rounded down.

Level 6

Total Eclipse
School: Transmutation [Shadow]
Range: Emanation (20ft + 5ft per charisma modifier)
Duration: 1 round per charsima modifier
Saving Throw: Will negate
Any target that enters within or is within the area of this spell must make a save or be blinded for charisma modifier rounds. A target currently affected by this fade must continue to make saves or have the duration renewed. A target struck by this spell, whether or not their first save was succesful, must make another save on their next round or be permenantly blinded.
Empower: By expending a prepared fade of equal level or higher you may increase the duration of the targets state by a number of rounds equal to five less than the expended fades level.

Flickerstorm
School: Conjuration (Teleportation) [Shadow]
Range: Emanation (10ft + 5ft per 2 charisma modifier)
Duration: 1 round per charsima modifier
Saving Throw: Refx (see text)
Anyone within the area of this fade must make a save or be teleported to a random location within its area. You may choose to automatically succeed on this save if you wish.
Empower: By expending a prepared fade of a level equal to or higher than this you do not allow any of your targets to make saves against this ability (this includes you).

Guiding Shadow
School: Conjuration [Shadow]
Range: Ray (15ft + 5ft per 2 charisma modifier)
Duration: Instantaneous
Saving Throw: Refx (see text)
Your target takes 1d4 damage per 10 levels and must make a save or take a -4 penalty to attack rolls for charisma modifier rounds. You receive a bonus equal to the penalty applied to your target to your attack rolls for charisma modifier rounds.
Empower: By expending a prepared fade of equal level or higher you may increase the penalty by an amount equal to five less than the level of the expended fade.


Major
Level 7

Ephemeral Twist
School: Illusion [Figment, Shadow]
Range: Emanation (20ft + 5ft per charisma modifier)
Duration: 1 round per charsima modifier
Saving Throw: Will negate
Any creature within the area has trouble locating moving targets. Anyone who see something move while within the area of it (leaving the area does not undo the following effect) has trouble determining where it has actually went. The dm rolls a 1d8 to determine where the target is seen within the square it actually went and the surrounding squares (if multiple targets are affected by this they see the subject as being in the same sqaure as one another). Assuming the moving subject doesn’t move again on their next round their place becomes determinable again.
Empower: By expending a prepared fade of equal level or higher you may increase the duration of the targets state by a number of rounds equal to five less than the expended fades level.

False Simulacrum
School: Illusion [Shadow]
Range: Ranged Touch (15ft + 5ft per 2 charisma modifier)
Duration: 1 round per 2 charisma modifier
Saving Throw: Will (see text)
If your target makes a will save the effects of this spell do not take place.
The target has an illusory copy of himself place in his exact location and he himself then becomes invisible, incorporeal, and silenced. The illusory copy continues to take actions, under DM control, as if it were the person in question. Others are allowed will saves upon interacting with the illusory double. Regardless the illusory double may never actually physically affect things.
Empower: By expending a prepared fade of equal level or higher you may designate a number of subjects totaling the expended fades level minus one to be immune to this illusion.

Steal Ethereality
School: Abjuration [Shadow]
Range: Ray (15ft + 5ft per 2 charisma modifier)
Duration: Instantaneous
Saving Throw: Refx (see text) and Will (see text)
This functions as smite ethereality, except that you gain the benefits of the stolen effect for charisma modifier rounds.
Empower: By expending a prepared fade of equal level or higher you may increase daamge dealt on a failed save by the two less than half the level of the expended fade rounded up multiplied by half your level rounded down.

Dark Evocation
School: Illusion [Shadow]
Range: see text
Duration: see text
Saving Throw: see text
This functions as greater shadow evocation, except that you may only copy mysteries.
Empower: By expending a prepared fade of a higher level you may mimic spells that are a number of levels higher equal to the level of the expended fade minus 7.


Level 8

Shadow Puppet
School: Evocation [Shadow]
Range: Ray (15ft + 5ft per 2 charisma modifier)
Duration: 1 round
Saving Throw: Fortitude negate
Your target must make a save or, on their next turn after your next turn, you may control them with strings of shadow forcing them to take any physical actions you wish (within limitations of a normal round and within their capabilities).
Empower: By expending a prepared fade of equal level or higher you may affect the target as if with haste during the turn you command them.

Damage Essence
School: Evocation [Necromancy, Shadow]
Range: Ray (15ft + 5ft per 2 charisma modifier)
Duration: Instantaneous
Saving Throw: Will half
Your deal 1d8 + 1d8 per levels negative energy damage to your target. A target may make a will save to half this damage.
Empower: By expending a prepared fade of equal level or higher you may make damage from this fade particularly virulant. 1 point of damage for each die of damage rolled may not be healed by any means (short of a wish or miracle spell) for charisma modifier hours.
Special: If you add a transfiguration veil to this fade you immediately take 1d4 damage per 2 levels you possess.

Shadow Coffin
School: Conjuration [Creation,Shadow]
Range: Ray (15ft + 5ft per 2 charisma modifier}
Duration: Until Escape
Saving Throw: see text
This functions as the mystery Prison of Night, except as listed in this ability.
Empower: By expending a prepared fade of equal level or higher you may deal 1d4 cold damage per 8 levels to the target regardless of its success or failure on its save.
Special: If you add a transfiguration veil to this fade you immediately take 1d6 damage per 2 levels you possess.

Level 9

Destroy Essence
School: Evocation [Necromancy, Shadow]
Range: Ranged Touch (15ft + 5ft per 2 charisma modifier)
Duration: Instantaneous
Saving Throw: Will negate
Your target must make a save or die.
Empower: By expending a prepared fade of equal level you may deal damage as well. The target takes 5d6 + 1d6 negative energy damage per 4 levels, but only if your target succeeds on the save or is immune to death effects.
Special: If you add a transfiguration veil to this fade you immediately take 1d8 damage per 2 levels you possess.

Drain Essence
School: Evocation [Necromancy, Shadow]
Range: Ray (15ft + 5ft per 2 charisma modifier)
Duration: Instantaneous
Saving Throw: Will half
Your deal 1d6 negative energy damage to your target per 2 levels. A target may make a will save to half this damage. You recover hit points equal to half of the damage you dealt.
Empower: By expending a prepared fade of equal level you may recover hit points equal to the damage you dealt instead of half.
Special: If you add a transfiguration veil to this fade you immediately take 1d6 damage per 2 levels you possess.


Adaptation of Other Spells or effects

A DM may opt to add in more effects. Generally speaking doing so requires the following modifications:
->It must have one of the following ranges : ray, ranged touch, self, or emanation; convert it if it doesn’t have one of those ranges.
->For ray and ranged touch modify ranges as follows:
Short: 15ft + 5ft per 2 charisma modifier
Medium: 30ft + 5ft per charisma modifier
Long: 45ft + 10ft per charisma modifier
->For emanation effects modify area as follows:
If below 15 change to 5ft + 5ft per 3 charisma modifier
If below 30 change to 10ft + 5ft per 2 charisma modifier
If below 45 change to 20ft + 5ft per charisma modifier
If higher than 45 change to30ft + 10ft per charisma modifier
-> change duration to per charisma modifier instead of level
->change all subdurations to per charisma modifier instead of level
->If it lacks a save it must be given one, such a save halves all direct hp damage and negates other effects
->Half the damage die cap if the cap is at more than 15 die.
->If it has a death effect it is always level 9
->Add the shadow subdescriptor
->Add in an extra 1d4 die of damage per 4 levels beyond level 20 for spells that deal damage.
->Adding an empower effect isn’t necessary, as doing so could be quite complicated
-> You may not select an effect that heals or buffs unless it also debuffs others or has a drawback
->You may not select any positive energy effect or an effect whose primary purpose is to create light
->The layout of a fade should look like this:

-name-
School: ??? () [subtype,Shadow]
Range: Ray or Ranged Touch (
15ft + 5ft per 2 charisma modifier
30ft + 5ft per charisma modifier
45ft + 10ft per charisma modifier
)
Duration: ??? rounds per charisma modifier
Saving Throw: refx/fort/will half/negate/none (harmless/not)
-description-
Empower: By expending a prepared fade of equal level or higher...

-name-
School: ??? () [subtype,Shadow]
Range: Self or Emanation (
5ft + 5ft per 3 charisma modifier
10ft + 5ft per 2 charisma modifier
20ft + 5ft per charisma modifier
30ft + 10ft per charisma modifier
)
Duration: ??? rounds per charisma modifier
Saving Throw: refx/fort/will half/negate/none (harmless/not)
-description-
Empower: By expending a prepared fade of equal level or higher...




A quick note
Rays require a line of sight and may miss due to cover, ranged touch attacks do not. Concealment affects both.
A little tidbit I found online… Not sure if its accurate though. If anyone has any idea about the difference I would like to know?

Veils


Dim

Extend Gloom [Transfiguration]:
The range of your fade is increased by 25%.

Faded Strike [Transfiguration]:
You may make a single melee strike against an opponent. Your fade is channeled through it. Your fade no longer requires an attack roll to hit (the fade hits if the attack does). Regardless of its original primary target or area it only affects your melee target.

Veiled Doom [Transfiguration]:
Your fade becomes a range of a burst equal to 1/5 its original range. If it required an attack roll to hit it no longer has that requirement. If the effect did not have a save it now allows a reflex save to half damage and negate other effects. If it had a burst effect it loses it.

Curtain of Gloom [Transfiguration]:
Your fade becomes a range of a line equal to 1/2 its original range. If it required an attack roll to hit it no longer has that requirement. If the effect did not have a save it now allows a reflex save to half damage and negate other effects. If it had a burst effect it loses it.

Terrifying [Effusion]:
If the target fails their will save they become shaken. If the fade didn’t have a will save one is added to negate this effect.

Muffled Scent [Effusion]:
A target struck by your fade must make a fortitude save or lose their scent ability for 1d4 + 1 minutes. On a succesful save this becomes rounds instead.

Spell-Consuming [Effusion]:
Your fade is coupled with a dispel magic effect (as the spell) against the target and/or area. This in no way interferes with your fade.

Powerful [Effusion]:
Add 1 point of untyped damage to the fade for each die of damage it deals.

Dark

Improved Extend Gloom [Transfiguration]:
The range of your fade is increased by 50%.

Gloaming Strike [Transfiguration]:
You may make a two melee strikes against an opponent. Your fade is only channeled through the first strike which also has a +5 to hit. Your fade no longer requires an attack roll to hit (the fade hits if the attack does). Regardless of its original primary target or area it only affects your melee target.

Veiled Chain [Transfiguration]:
Your fade not only hits your primary target, but jumps to another target within half its range. Any other numeric effects, exluding DC, but including effects such as damage and durations are halved against this new target. You must still make an attack roll against the new target if the fade required one against the original target. Regardless of the targets (primary, secondary, and farther) of the fade the chain only extends from your primary target. If it had a burst effect the fade loses it.

Breath of Shadow [Transfiguration]:
Your fade becomes a range of a cone equal to half its original range. If it required an attack roll to hit it no longer has that requirement. If the effect did not have a save it now allows a reflex save to half damage and negate other effects. If it had a burst effect the fade loses it.

Bewitching [Effusion]:
If the target fails their will save they become confused. If the fade didn’t have a will save one is added to negate this effect. The target may continue to make a save each round after the first at a cumulative -1 to the DC to end the effect.

Noxious [Effusion]:
A target struck by your fade must make a fortitude save or become nauseated for 1 round. For every 5 points they failed the save by increase this by 1 round.

Darker

Improved Extend Gloom [Transfiguration]:
The range of your fade is increased by 100%.

Eclipsing Strike [Transfiguration]:
You may make two melee strikes against an opponent. The first attack is at a +10 to hit and the second at a +5. Your fade is used twice, channeled through each of them. Your fade no longer requires an attack roll to hit (the fade hits if the attack does). Regardless of its original primary target or area it only affect your melee target.

Improved Veiled Chain [Transfiguration]:
This functions the same as the veiled chain except as follows: The chain may continue to as many targets as you wish, but the range and numeric effects are halved at each additional target. If it had a burst effect the fade loses it.

Spell-Devouring [Effusion]:
This functions as spell-consuming, except you have a +10 to the check and recover hitpoints equal to half the casters caster level rounded up. If multiple effects are dispelled you only recover hit points once from the highest caster level.

Utterdark [Effusion]:
A target struck by your fade must make a fortitude save or become blinded for 1 minute. For every 5 points they failed the save by increase this by 1 minute.
Special: By expending the preperation of another fade you may extend the duration of blindness on a failed save by the fades level.

Devouring [Effusion]:
For each die of damage succesfully dealt to your target with your fade you recover 1 hitpoint. This may be used to recover hit points permantly lost through any manner, even possibly facilitating regeneration of limbs.

Energized [Effusion]:
You may add a single type of energy damage of any kind of your choice equal to your half your level to your fade. You take untyped damage equal to quarter your level rounded up.

Darkest

Greater Breath of Shadow [Transfiguration]:
Your fade becomes a range of a cone equal to its original range. If it required an attack roll to hit it no longer has that requirement. If the effect did not have a save it now allows a reflex save to half damage and negate other effects. If it had a burst effect the fade loses it.

Veiled Apocalypse [Transfiguration]:
Your fade becomes a range of a burst equal to 1/2 its original range. If it required an attack roll to hit it no longer has that requirement. If the effect did not have a save it now allows a reflex save to half damage and negate other effects. If it had a burst effect the fade loses it.

Curtain of Shadow [Transfiguration]:
Your fade becomes a range of a line equal to its original range. If it required an attack roll to hit it no longer has that requirement. If the effect did not have a save it now allows a reflex save to half damage and negate other effects. If it had a burst effect the fade loses it.

Eclipsing [Effusion]:
Any ongoing magical effects within the area and/or on the target(s) are renewed to their full duration. Targets capable of making a will save, can make a will save to negate the effects directly tied to them from having these durations extended.

Empowered [Effusion]:
For each die of damage the fade deals add a bonus of 1d4 untyped damage. You must also roll for this damage against yourself.

Super-Energized [Effusion]:
You may add a single type of energy damage of any kind of your choice equal to your level to your fade. You take untyped damage equal to half of your level rounded up.



Feats

New type of feat: Metafade
You may apply a metafade feat to any fade, unless otherwise stated.

Ebbing Shadows
Requirements: You must be able to learn a fade of the level you wish to gain.
You may add a single mystery, arcane spell, or divine spell that you know as a Fade known. You immediately lose access to it in the other class.
Special: You may acquire this ability multiple times gaining access to a new fade each time, however you may not learn a new fade from the same type of spellcasting more than once. For example you could take a mystery once and then could choose from something else such as a divine or arcane spell, or maybe even a power.

Thickening Shadows
Requirements: You must be able to learn a fade of the level you wish to gain.
You learn a single new fade.
Special: You may aquire this ability multiple times gaining access to a new fade each time.

Gloom and Hellfire
Requirements: Eldritch Blast and at least one level in Disciple of the Fade.
Your levels in Disciple of the Fade stack with your invoking class levels to determine the amount of damage your eldritch blast deals. It does not affect any other properties such as invocations or the level of your eldritch blast.

Light and Shadow
Requirements: At least one level in both the Cleric and Disciple of the Fade.
You may use your Tenebrous Domination uses per day for your Cleric turning/rebuking and vice versa.

Tenebrous Dominion
Requirements: At least one level in Disciple of the Fade.
When you use your Tenebrous Domination ability you may force targets to take self destructive actions. Doing so grants a new save, to which your subject has a +4 circumstance bonus to.

Quicken Fade [Metafade]
Requirements: Ability to cast Fades.
You may cast your fades as a swift action. Doing so requires that you expend an additional prepared fade of equal level or higher to that cast without benefit.
Special: If you apply a veil to this fade it extends it into a standard action casting time instead of a fullround.

Rapid Fade [Metafade]
Requirements: Ability to cast Fades, the Quicken Fade feat, and must know at least 5 fades.
Choose a single fade that you know. You may cast that fade as an immediate action once per day. Doing so requires that you expend an additional prepared fade of a level that is higher than that you cast without benefit. The fade is treated as being half its normal level for purposes of damage dealt. You may not apply a veil to a rapid fade, nor may you use its empower feature.
Special: You may take this feat multiple times increasing the times per day you can cast that fade as an immediate action or you may choose a new fade.
Other: If this ability would allow you to avoid, redirect, or negate an effect directed at you by using a rapid fade, there is only a 50% chance the attempt is successful.

Shaped Fade [Metafade]
Requirements: Ability to cast Fades.
When applying a veil to a fade you may leave 5ft holes in it. You must sacrifice the preparation of another fade you possess without benefit. You may leave a total number of 5ft holes equal to the level of the fade you expended.

Mold Fade [Metafade]
Requirements: Ability to cast Fades and the Shaped Fade feat.
When applying a veil to a fade or simply when casting a fade, you may choose to exclude yourself and/or your allies from the fade. Doing so requires you sacrifice the preparation of a fade of at least 1 level higher.
Special: You may sacrifice the preparation of three 6th level fades, four 5th level fades, or five 4th level fades to do this with a ninth level fade.

Shifting Shadows
Requirements: Ability to cast Fades.
You may ready one additional fade.
Special: You may take this multiple times, however each time you take this beyond the first you forget one fade known.

Eldtrich Attunement
Requirements: Ability to cast Fades and the eldritch blast ability.
A veil may now be used to modify an eldritch blast (as if it were an invocation). It is used in place of an invocation, but still extends the "casting" time. If used with an invocation the save DC is instead equal to 10 + invocations equivalent spell level + charisma modifier. Without a fade to set the veils level follow these equivelants: dim is of 2nd level, dark is of 4th level, darker is of 6th level, and darkest is of 8th level.

Seeping Ink
Requirements: Ability to cast Fades.
Once per day you may cast a fade that ignores spell resistence.
Special: You may take this multiple times increasing its uses per day by one.

Total Eclipse
Requirements: Eclipse class ability and charisma 12.
You gain one extra use per day of the Eclipse ability.
Special: You may take this multiple times. Each time it increases your uses per day by 1.

Favorite Fade
Requirements: Ability to cast master category fades.
You may prepare an additional fade of your highest level. To clarify (for my lack of better wording) this does not mean you can prepare more fades, it simply allows you to prepare more than a single fade from your highest level within the limits of your maximum fades.
Special: You may take this multiple times. Each time it you take this it increases the amount of the highest level of fades you can ready.

Drifting Step
Requirements: Ability to cast mysteries and/or shadow spells and/or fades, or have the shadow jump ability.
Whenever you take a 5ft step and started within an area no brighter than shadowy illumination you may instead take a 10ft “step.”

Magic Theft
Requirements: Ability to use steal spell, steal spell-like ability, the retroflux ability, and the circumlocate ability.
In turn for a use of your circumlocate ability upon the successful use of a retroflux ability you may also affect you target with either your steal spell-like ability or steal spell ability. You may not reflect a spell as part of this action.

Faded Absorbtion
Requirements: Ability to use absorb spell and to cast fades.
Anytime you successfully use Absorb Spell you may bypass its normal benefits to automatically ready a fade whos level is equal to or lower than that of the absorbed spell. The 'absorbed' spell must still target you for this to function.
Special: This may not be used at the same time as Veiled Absorbtion.

Veiled Absorbtion
Requirements: Ability to use absorb spell and to cast fades, as well as the Faded Absorbtion feat.
Anytime you successfully use Absorb Spell you may bypass its normal benefits to increase the DC of all your Fades by +1 for a total number of rounds equal to the level of the spell absorbed. The 'absorbed' spell must still target you for this to function.
Special: This may not be used at the same time as Faded Absorbtion.

Fade Focus
Requirements: Ability to cast fades of 2nd level or higher.
You gain a +1 bonus to the save DCs of all fades, except of the highest level you can use.

Greater Fade Focus
Requirements: Fade focus and the ability to cast fades of 4th level or higher.
You gain a +1 bonus to the save DCs of all fades.

Superior Fade Focus
Requirements: Fade focus and the ability to cast fades of 6th level or higher.
You gain a +1 bonus to the save DCs of three fades of your choice.
Special: You may never take this bonus for fades of the first level. You may take this up to 2 times. Each time you take this you must choose a different set of fades.

Specific Fade Focus
Requirements: Fade focus, the ability to cast fades of 7th level or higher, and Superior Fade Focus with the prospective fade of choice.
You gain a +1 bonus to the save DC of a single fade of your choice, that you already have Superior Fade Focus for.
Special: You may never take this bonus for fades of second level or lower. You may take this up to 4 times. Each time you take this you must choose a different fade.

Fade Mastery
Requirements: Fade focus, the ability to cast fades of 7th level or higher, Superior Fade Focus with the prospective fade of choice, and Specific Fade Focus with the prospective fade of choice.
Choose a single fade you have the specific fade focus feat with. Increase that fade's DC by +1.
Special: You may never take this bonus for fades of third level or lower. You may take this up to 2 times. Each time you take this you must choose a different fade.

Boost Fade [Metafade]
Requirements: Fade focus and the ability to cast fades of 5th level or higher.
Once per day you may cast a fade with its save DCs increased by +1.
Special: You may take this multiple times. Each time you take this you gain an extra use per day.

Improved Boost Fade [Metafade]
Requirements: 3 uses of Boost Fade, Fade focus, Greater Fade Focus, and the ability to cast fades of 5th level or higher.
By expending three uses of Boost Fade you may cast a fade at a +2 to DC.

Advanced Boost Fade [Metafade]
Requirements: 5 uses of Boost Fade, Improved Boost Fade, Fade focus, Greater Fade Focus, and the ability to cast fades of 5th level or higher.
By expending five uses of Boost Fade you may cast a fade at a +3 to DC.

Easy Empower [Metafade]
Requirements: Boost Fade, Fade focus, and the ability to cast fades of 5th level or higher.
You gain charisma modifier Fade Points (this changes with permanent changes to charisma). You may expend these for the empower feature of fades instead of actually expending prepared fades. You expend these fade points on a point per fade level basis and may not replicate the expending of a fade if you do not have access it's level.
Special: You may take this multiple times, increasing your fade points by 1 each time after the first.

Drastic Empower [Metafade]
Requirements: Boost Fade, Fade focus, Easy Empower and the ability to cast fades of 5th level or higher.
Once per day you may empower a fade without expending a fade. You may choose the effective level of the 'extra fade' expended, but you still may not exceed the highest level of fade you can use.
Special: You may take this multiple times. Each time you take this you gain an extra use per day.

NeoSeraphi
2011-06-30, 07:41 PM
I like it. The Breath of Shadow and Retroflux abilities are interesting and flavorful. (Fear as a breath weapon is kind of hilarious to me for some reason)

Couple of quick things to help you out, your save table should have +5s across the board at level 17, and I don't think Tenebrous Domination should be an (Sp). It doesn't copy a spell or give the class a spell-like ability. Turning undead is a supernatural ability (Su). If you had a reason for making it spell-like, would you please post it and clarify?

eftexar
2011-06-30, 07:46 PM
Thanks. I didn't even notice.

eftexar
2011-06-30, 08:54 PM
It just occurred to me, NeoSeraphi, that making it a spell-like ability might be a good idea (even though I hadn't originally done that on purpose).
Supernatural abilities don't provoke attacks of opportunity... although I could just say this one does or I could make it function like a spell (with the ability for casting to be interrupted). :smallconfused:

On a side note, does anyone know if there have ever been breath abilities with a fear effect before? (just curious)

NeoSeraphi
2011-06-30, 09:16 PM
It just occurred to me, NeoSeraphi, that making it a spell-like ability might be a good idea (even though I hadn't originally done that on purpose).
Supernatural abilities don't provoke attacks of opportunity... although I could just say this one does or I could make it function like a spell (with the ability for casting to be interrupted). :smallconfused:

On a side note, does anyone know if there have ever been breath abilities with a fear effect before? (just curious)

Breath weapons are primarily associated with dragons. And dragons already cause fear with their breath weapons due to their Frightful Presence supernatural ability, so no, I haven't ever heard of a monster that breathed fear before.

If you wish to limit the ability to turn or rebuke shadow creatures, do so in your own way. Forcing it to provoke an attack of opportunity is one such way, as well as limiting it to uses per day (which you were unclear about in your post, but I suppose that you meant to imply you could do it 3+Cha mod times per day as the normal cleric), but I don't think that changing it to a spell-like ability is a good idea. Perhaps the ability to command or dominate shadow creatures as an SLA, but rebuking and turning is already supernatural.

eftexar
2011-06-30, 09:34 PM
I edited it to work like dominate, with some modifications of course. I still left in some of the feats that tie it to turning and rebuking and came up with a new feat to force the controlled target to do "obvious" self harm (otherwise where's the fun in it).
Good idea by the way.

Lonely Tylenol
2011-07-01, 12:00 AM
Looks like a good mechanic, although there are some things about it that confuse me:
First, how exactly do "fade levels" work? There are no indicators of what fade levels you are capable of casting, meaning that, unless stated otherwise, I can cast ninth-level fades at first level (they just have much, much lower saves). Without a caster level mechanism that dictates what fades I can cast, there's nothing that dictates the progression of fades that I can attain. My fix: Consider an "initiator level" mechanism (not unlike Tome of Battle's base classes), whereby the class gains new "fade levels" at a rate of half their class level (and a quarter of non-class levels), or something to that extent. You can also use this system for Veils (analogous to stances).
Second, the Fades (Readied) seems a little strange, in that I'm not exactly sure how the resource pool works. Is it per-day, or per-encounter? Does the full-round action to ready a maneuver have a daily limit, or can it be done infinitely? The mechanic is a little complicated, considering how there's already a relatively simple precedent for this type of readied actions. My fix: Again, look to Tome of Battle for precedent: the per-encounter maneuver system is relatively simple, and anybody that knows how Tome of Battle works can already work with your system fairly easily.
Third, the save DC is a bit contrived. Aside from the fact that there are four variables, it seems like it's pretty balanced (in that you're able to trade your save DC for a more potent effect)... Except for the fact that some fades are no-save, so you're trading something for nothing. I think a revision might be in order, both to simplify the system a bit, and to balance out the power difference between save & no save Fades.

eftexar
2011-07-01, 12:09 AM
Actually if you look on the chart there is a part that says Fade() with the category in parenthesis. Also the readied thing is supposed to work sort of like the maneuvers from ToB. You can only use fades that are readied and it takes a fullround action to ready any single fade. Once expended (or unreadied) you must ready it again to use it. There are no actual limits to uses, just the pause in battle it takes to prepare them again (while you are quite possibly getting mauled).
Sorry if I wasn't clear... Should I reword it?

As for the power level of fades... I suppose I could add saves to all of them. Not quite sure how to fix that.

Lonely Tylenol
2011-07-01, 12:30 AM
Actually if you look on the chart there is a part that says Fade() with the category in parenthesis. Also the readied thing is supposed to work sort of like the maneuvers from ToB. You can only use fades that are readied and it takes a fullround action to ready any single fade. Once expended (or unreadied) you must ready it again to use it. There are no actual limits to uses, just the pause in battle it takes to prepare them again (while you are quite possibly getting mauled).
Sorry if I wasn't clear... Should I reword it?

No, I just wasn't thinking about it too much. Without a daily limit on Fades readied, it's BASICALLY per-encounter, unless you want to expend a full-round action to ready a new Fade. To that end, it's basically the same as the per-encounter system, except for (correct me if I'm wrong) you have the freedom of changing out Fades each encounter, and it's slightly less convenient to stop after every encounter to re-ready each Fade. Something of a trade.

The "Fade level" thing is still what confuses me the most. Am I to assume that the level limit of Fades is analogous to the initiator level system, whereby the highest level of Fade that you can know (or ready, for empowered Fades) is equal to half your Disciple level? Or is there another system?


As for the power level of fades... I suppose I could add saves to all of them. Not quite sure how to fix that.

Reflex Half is popular for damage-dependent spells; it can act as a good mitigator for damage-dependent Fades like the level 2 Fade that sparked the concern. (Granted, it renders itself obsolete in the later levels, but with liberal use of Empower at later levels and nothing that says "you can't", it levels entire rooms at lower levels.)

eftexar
2011-07-01, 12:44 AM
Your assessment of fade usage is spot on. Although its a good thing you brought it up. Added this clause: "You may unready (without actually activating them) any number of fades as a swift action."

As per the access to fades it is as follows: "You must be of a level equal to twice the fades level - 1 and have been granted access to its category (see Fade(-)) to select it." As shown there isn't an initiator level, but a combination of limitation by level and by the category you have access to.
Or in simpler wording you gain access to each spell level as follows: you gain 1st level fades at 1st level, 2nd level fades at 3rd level, 3rd level fades at 5th level, 4th and 5th level fades at 9th level, 6th level fades at 11th level, and the rest of fade levels at level 18.
The actual level of the fade is only needed for the DC and possibly some other checks that might come with other interactions.

Oh and I changed that fade to save to reflex half with the stipulation that if you empower it a reflex save instead negates all damage.

Sorry I can get really ridiculous with my wording sometimes.

eftexar
2011-07-01, 10:13 PM
Alright, I changed a few things around.
I more or less halved the range of all fades (I now have a definitive formula down) for them, added in a clause to stop light spells of a higher level from dispelling effects automatically, updated some feats, and then added in some more fades.
I think the range the fades originally had was going to be the biggest problem, because once a transfiguration veil was applied it created some huge areas (imagine a 200ft cone).
I still have a ton of fades to do... Actually if anyone has any suggestions (no matter how vague) for some fades it would be appreciated.

Delegreg
2011-07-02, 02:01 PM
Well, invisibility and greater of course... shadow travel and related (dimension door), obscuring mists, shadow clones etc...

Also all shadow variants of elemental effects (shadow missiles, arrow of shadows, orb of shadows, shadowball, shadow bolt,shadow wall, shadow dodecahedron, shadow seeds, shadow meteors...)

Also, if i may point it out,

An increase in caster level for the Disciple of the Fade increases caster level for purposes of both fades and veils (granting both if applicable).
several means may raise your caster level without raising your casting level (think practiced spellcaster). Does this mean you could get 4 levels of "fade" casting for one feat ?


Lastly, i'm a big fan of the spellthief and think about it each and every time i see "dispelling" or "draining" abilities. Any ideas for a feat to synergize the fade's abilities with spellthief levels ?

Gideon Falcon
2011-07-02, 04:43 PM
One potential problem is that the higher-level fades are REALLY easy to resist.

eftexar
2011-07-02, 05:13 PM
Thanks for the ideas Delegreg.

As to the increase in caster level vs casting level, I hadn't actually thought about it. Actually the difference between the two hadn't even occurred to me.

I added the Magic Theft and Faded Absorbtion feats to implement a bit of the spellthief into the class.

As for the saves, Gideon Falcon, the save is currently 16 + wisdom modifier, as opposed to 19 + ability modifier (at level 20). This save is slightly lower, however the saves a target will have at level twenty, depending on if high or lower, will be between 6 and 16. Your modifier should be at least 5 at this point (leaving a DC of 21). Only those with the highest level saves are even close to a guaranteed save, but all still have the ability to fail the save.

eftexar
2011-07-05, 06:44 PM
Added 3 new fades:
Smoke bomb which obscures an area in shadow fog, fade away which steals invisibility and concealment, and false simulacrum which takes an opponent out of battle without his allies realizing it.
I wanted to avoid straight out buffing. That is not what this class is meant to do. So I figured if the Disciple want's to buff himself he will half to steal it.

Siosilvar
2011-07-06, 04:05 PM
As for the saves, Gideon Falcon, the save is currently 16 + wisdom modifier, as opposed to 19 + ability modifier (at level 20). This save is slightly lower, however the saves a target will have at level twenty, depending on if high or lower, will be between 6 and 16. Your modifier should be at least 5 at this point (leaving a DC of 21). Only those with the highest level saves are even close to a guaranteed save, but all still have the ability to fail the save.

Between +6 (base only) and +12 (base) + 5 (resistance) + 13 (assuming a focused ability score of 36 (18 + 2 race + 5 level + 6 enhancement + 5 tome), you mean.

That's a range of +6 to +30, but most saves are going to in the range of +10 to +24, assuming a cloak of resistance +4 and a focused attribute of 26 (very reasonable: 15 + 5 level + 6 enhancement).

eftexar
2011-07-06, 09:23 PM
Good point Siosilvar. My assumptions were without items, racial modifiers, or feats. Taking this into account, I still think just increasing the saves would disturb the balance. After all these higher saves assume a higher level campaign with tons of magic items and templates, when many dm's may limit their players to the base races and not provide magic items until higher levels.
On that note I added feats similar to spell focus, but that allow a steeper DC climb. If a disciple wishes to use a fade against a foe with higher saves than normal he must take these feats.
I also added new metafade feats that allow players to use the empower attribute of a fade without expending another fade.

Siosilvar
2011-07-06, 09:52 PM
Good point Siosilvar. My assumptions were without items, racial modifiers, or feats. Taking this into account, I still think just increasing the saves would disturb the balance. After all these higher saves assume a higher level campaign with tons of magic items and templates, when many dm's may limit their players to the base races and not provide magic items until higher levels.

One cloak of resistance that takes up 10% of wealth at level 14 isn't "tons of magic items", nor is a +6 item in your primary ability. Only the very highest score there requires prohibitive amounts of investment compared to suggested wealth by level. And saves scale fairly regularly with level; problems at the high end mean you'll probably have problems in the middle.

You can't balance around "without items" when everything else in the game assumes the PCs will have items. Even without items, that high save there will be a +17.

As for feats: Why not just let them take Ability Focus and get a +2 DC to all their Fades' saves?

eftexar
2011-07-06, 10:18 PM
In every campaign I have played you couldn't just buy magical items. Dependent on the store you were at certain things were available (and weren't as good as you could find) and you couldn't buy magic items until higher levels (after 20). You had to find them or craft them otherwise. In fact we didn't find many magic items beyond +4 to saves or +2 to an ability score (and that was rare) until beyond level 20. And a +6 to an ability score provides a colossal +3 bonus to a modifier that shouldn't be beyond +6 at its maximum (or possibly +8 with racial modifiers of a race/template of CR +2 or less). At that point magic items become so important a single antimagic field can ruin your characters chance of winning in a fight (if it hasn't already). My personal opinion is that a magic item shouldn't make your character, it should supplement, sort of like gaining a new ability.
I already accounted for an ability modifier of 6 or 8 with the highest possible saves. You simply can't use a higher level fade against them of that particular save (so use something else). You shouldn't be able to affect all targets with all abilities.
Regardless the saves of the highest level fades are usually no more than 3 lower than normal spell saves at level 20. If you have enough items to make all of your saves that high than you have a problem, because it becomes just as easy to pass normal spell saves (so if my save system is broken, then so is the normal one for spellcasters in D&D).
I also think that using a more powerful ability should come at a higher cost (and not just spell points). A spellcaster should have more trouble casting higher level spells and so they should be easier to resist. This adds some strategy to a caster (will your enemy have that lower save or not?).
The normal progression of spell saves is broken in epic level, automatically passing all saves beyond level 30 (and don't get me started on epic spells). The save progression I have listed isn't far off from spell-like abilities (although it is higher with lower level fades and lower with higher level fades) never dipping more than 6 below normal for normal spell saves at the highest level fades (and exceeding them beyond 20th level to match progressing saves).
In fact I find the most balanced save (excluding my idea that more powerful effects should be harder to use and that the following math is too complicated) is 10 + 1/2 levels below 21 + associated modifier + 1/3 levels beyond level 20 - 1 per 15 levels. It scales alongside save progression, and factors in magical items with a boost no more than 25% of the maximum stat at any level (following this limitation: at level twenty your highest ability modifier should be +8, so the highest bonus to an ability modfier by an item would be +2, the highest saves would be 16 or 18 and so you wouldn't gain a bonus to saves over +3; these assume maximum bonuses or the best items you would get).

eftexar
2011-07-07, 07:27 PM
The Disciple of the Fade is now finished (unless more tweaking or modifying is needed). It has 40 fades, 27 veils, and 28 feats (including 9 metafade feats).

eftexar
2011-07-20, 09:55 PM
I though I was done with this class, but ended up adding a few more features such as flux field which automatically turns lower level magic effects, reflux which grants an extra retroflux use in a round, and veiled flux which allows retroflux to block more effects.

Analysis
2011-07-21, 02:24 PM
This looks elegant, flavourful and balanced.

However, why no meaningful advancement above level 30? IIRC classes like the warlock continue to increase under a set pattern.

Also... I notice the abilities "Steal armor", "Naked in the dark" and "Kiss the floor". Not that I necessarily mind, but... :smallbiggrin:

Shadow Lord
2011-07-21, 02:27 PM
Eternal Gloom is kinda... underwhelming. I mean, a damage ability in Epic that only does around maybe sixty? eighty? points of damage is just kinda weak. Otherwise, the class is quite good.

Another thing, and I'm not sure if it's a problem, is the fact that you get very few Fades, and you can only use a few of them every encounter.

eftexar
2011-07-21, 11:33 PM
I didn't use a set pattern, because I believed that compared to other epic classes, with its lower number of progressing abilities, that taking it into epic would be useless if that were the case.
I hadn't noticed that set of abilities. But I think its hilarious.
Alright I upped eternal glooms damage by 10.
The reason for a having such few fades is to limit the characters casting potential. Anyways it only takes a fullround action (which may be done in battle) to prepare a new fade if you run out. This sort of represents a 'casters' ability to become exhausted, as you can rapid fire your first few fades, but afterwards have to take time to recover them.
And as to adding new fades known, I could do that, but I'm not sure what sort of balance issues would rise because this class already has immense utility by combining fades with veils, with 64 possible usable combinations at level 20 (and 104 by level 30 (or 832 with the eclipse ability)).