PDA

View Full Version : [D&D 3.5 Adaptations] The Elements of Shadow and Taint {WIP, PEACH}



Xuldarinar
2013-05-23, 03:20 AM
Fire, Water, Earth, Air. These are the main four elements, but why stop there? Shadow elementals and Taint elementals exist in D&D, so I figure why not create content to take these into account. This will expand as things are found to adapt. You are welcome to make suggestions, and all feed back is certainly welcome.

Core Classes

Sha'ir


Spells

For Shadow:
Allow mysteries to be retrieved, as Arcane Spell Unknown.

For Taint:
Allow Corrupt spells to be retrieved, as divine Spells for the purposes of time.

Bonus Languages:

For Taint: Abyssal may be substituted for any of the bonus languages available to a race

Summon Gen Familiar:

For Shadow:
Shadow Gen
Tiny Outsider (Extraplanar)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 20 ft., fly 70 ft. (perfect)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-9
Attack: Slam +5 melee (1d2-2)
Full Attack: 2 Slams +5 melee (1d2-2)
Space/Reach: 2-1/2ft./0 ft.
Special Attacks: Shadow mastery
Special Qualities: Blindsight 60ft, elemental endurence, fetch spells, elemental travel
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 7, Dex 14, Con 12, Int 13, Wis 15, Cha 10
Skills: Concentration +5, Escape Artist +6, Hide +12, Knowledge (arcana) +5, Knowledge (the planes) +5, Listen +4, Move Silently +4, Search +5, Spellcraft +5, Spot +4, Survival +6
Feats: Combat Casting, Weapon Finesse
Environment: Plane of Shadow
Organization: Solitary
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often neutral evil
Advancement: 2-3 HD (tiny); 4-6 HD (Small)
Level Adjustment: -

For Taint:
Taint Gen
Tiny Outsider (Extraplanar, Evil)
Hit Dice: 1d8+1 (6 hp)
Initiative: +1
Speed: 20 ft., Fly 60ft (perfect)
Armor Class: 14 (+2 size, +1 Dex, +1 natural) touch 13, flat-footed 13
Base Attack/Grapple: +1/-9
Attack: Slam +4 melee (1d2-2)
Full Attack: 2 slams +4 melee (1d2-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: darkvision 60 ft., elemental endurance, excessive taint, fetch spells, elemental travel
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 7, Dex 12, Con 14, Int 13, Wis 15, Cha 10
Skills: Concentration +6, Escape Artist +5, Hide +11, Knowledge (arcana) +5, Knowledge (the planes) +5, Listen +4, Move Silently +3, Search +5, Spellcraft +5, SPot +4, and Survival +6
Feats: Combat Casting, Weapon Finesse
Environment: Any tainted region
Organization: Solitary
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often chaotic, usually evil
Advancement: 2-3 HD (tiny); 4-6 HD (Small)
Level Adjustment: -


Elemental Protection
For Shadow: Treat immunity to cold and the cold subtype as traits of your gen familiar for the purposes of this ability.
For Taint: acquired DR may be used evil the same way it can be used against air, earth, fire, and water. Acquire resistance to vile 2, increasing to 4 later as normal.

Shugenja
Spellcasters attuned to the primal energies around them, some shugenja choose to take up elements outside the main four. Void and shadow, to some orders, may be separate and distinct disciplines. Taint, on the other hand, is rejected by most orders. Most who follow down the path of a taint shugenja will find their journey a lonely, yet rewarding one.

Element Focus:

For Shadow: Simply allow the selection of darkness and shadow subtype spells as spells known.

For Taint: Allow the selection of evil subtype spells as spells known. Also, depravity may be used in place of charisma for spells. Depravity is counted as 10 points higher for the purposes of Spell DCs, and bonus spells. The bonus however may exceed your maximum for moderate taint. Upon creation, both your corruption and depravity start out at 1.

Sense Elements: Simply allow for detection of shadow and taint.

Wu Jen
Wu jen, like most casters, may in time come to experiment with different kinds of magic. Those who take up shadow, simply find their array of spells changed. While contradictory, some choose to purify their mind and bodies by wielding the element of taint. The very essence of evil staining what they seek to make pure, in exchange for leading them to a deeper understanding of things.

Elemental Mastery

For Shadow:
0: No Light
1st: Unseen Servant
2nd: Darkness
3rd: Deeper Darkness, Shadow Binding
4th: Shadow Conjuration
5th: Evard's Black Tentacles, Shadow Evocation
6th: Shadow Walk
7th: Greater Shadow Conjuration
8th: Greater Shadow Evocation
9th: Shades

Also, charisma may be used in place of intellect for the purposes of spell DCs and bonus spells.

For Taint:
0: Slash Tongue
1st: Aberate, Detect Taint
2nd: Dark Bolt, Desecrate
3rd: Magic Circle against Good
4th: Unholy Blight
5th: Dispel Good
6th: Fiendform
7th: Blasphemy
8th: Blackfire, Flensing, Unholy Aura
9th: Elemental Swarm (Taint elementals only)

Also, depravity may be used in place of intellect for spells. Depravity is counted as 10 points higher for the purposes of Spell DCs, and bonus spells. The bonus however may exceed your maximum for moderate taint. Upon creation, both your corruption and depravity start out at 1.

Bonus Feat:
For Shadow: Allow the use and selection of metashadow feats with wu jin spells.
For Taint: Allow the selection of Taint feats.


Prestige Classes

Elemental Savant
Elemental savants study the basic building blocks of existence and over time become an elemental. Shadow is more abundant than any other element, and even taint has its role to play. Time for the adaptation. (Includes Energy Substitution Feat Adaptation)

Requirements
Feat: Energy Substitution.

For Shadow: Energy Substitution (Shadow) [half damage as cold, half without element. Requires the Umbral Spell Metamagic feat as a prerequisite. Spells cast also receive the shadow subtype.]

For Taint: Debilitating Spell instead of Energy Substitution.

Spells: Able to cast at least three spells that have one of the following descriptors in common: acid, cold, electricity, or fire. One of the spells must be at least 3rd level

For Shadow: Able to cast at least three spells that have one of the following descriptors: Darkness, or Shadow. One of the spells must be at least 3rd level. In place of spells you may use any 3 mysteries to qualify, but one must be at least 3rd level.

For Taint: Able to cast at least three spells that have the Evil descriptor. One of the spells must be at least 3rd level.
or
Able to cast at least three Corrupt spells. One of the spells must be at least 3rd level.

Special: Must have made peaceful contact with an elemental or outsider that has an elemental subtype.

For Shadow: Must have made peaceful contact with an elemental or outsider native to the plane of shadow.
or
Must have made peaceful contact with a shadow elemental.

For Taint: Must have made peaceful contact with a taint elemental.

Class Features

Elemental Specialty:

For Shadow: All spells are cast as if under the effects of Energy Substitution (shadow).

For Taint: All spells are cast as if they have the evil descriptor, in addition damage dealt has no type.


Resistance to Energy and Energy Immunity

For Shadow: Resistance to Cold, Immunity to Cold

For Taint: You cannot exceed your maximum for Severe taint (Dying from it or going insane). You gain the ability to use corruption or depravity as your caster stat, which ever is higher. For the purpose of spells, add 10 to the score (9 corruption or depravity would be equivalent to 19 Wisdom to a cleric). You however can only use up to your maximum for mild taint. When you would go up to resistance 10, increase the maximum to your maximum for moderate taint. Instead of acquiring immunity later on, you may then use up to your maximum for severe taint.


Energy Focus:

For Shadow: Spells of the Shadow or Darkness descriptor, or mysteries.

For Taint: Spells with the Evil descriptor.

Darkvision:

For Shadow: Blindsight 60 ft

For Taint: Darkvision 60 ft (as normal)

Elemental Perfection:

For Shadow: Gain; Shadow Mastery, Dusk and Dawn 3/day (CL = 1/2 HD), and the Incorporeal Subtype.

For Taint: Gain; Touch of Taint (1 corruption, DC 20 + Con mod), Dimension Door 3/day, and Excessive Taint (Only as a minimum to both scores, not a maximum).

Monsters

Gen

See the "Gen Familiar" class feature under the Sha'ir Class.


Mephit

Shadow Mephit
Small Outsider (Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +7
Speed: 30 ft, fly 50 ft. (Perfect)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +3/-1
Attack: Claw +4 melee (1d3)
Full AttacK: 2 claws +4 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, Mysteries,summon mephit
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., Fast healing 2
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2(+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3(+5 with bindings)
Feats: Dodge, Improved initiative
Enviornment: Plane of Shadow
Organiation: Solitary (1), gang (2-4 mephits of mixed types), or mod (5-12 mephitis of mixed types)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: +3 (cohort)

Breath Weapon (Su): 10-foot cone of darkness, damage 1d4 damage + 1d4 cold damage. Reflex DC 12 half. The save is Constitution-based and includes a +1 racial bonus.
Mysteries (Su): A shadow mephit has the ability to use the following mysteries. Dusk and dawn 1/hour (CL 3rd), Shadow Skin 1/day (CL 6th)
Fast Healing (Ex): A shadow mephit heals only if in an area of shadowy illumination or darkness.

Taint Mephit
Small Outsider (Evil, Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +7
Speed: 30 ft, fly 50 ft. (average)
Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +3/-1
Attack: Claw +4 melee (1d3)
Full AttacK: 2 claws +4 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-likke abilities,summon mephit
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., Fast healing 2, taint touched
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 10, Dex 15, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +8, Hide +12, Diplomacy +4, Disguise +2(+4 acting), Intimidate +4, Listen +6, Move Silently +8, Spot +6, Use Rope +2(+4 with bindings)
Feats: Dodge, Improved initiative
Enviornment: Any tainted environment
Organiation: Solitary (1), gang (2-4 mephits of mixed types), or mod (5-12 mephitis of mixed types)
Challenge Rating: 3
Treasure: Standard
Alignment: Often chaotic, Usually evil
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: +3 (cohort)

Spell-like abilities: Once per hour, a taint mephit can use Wither Limb (CL 3rd). Once per day, a taint mephit can use Cruel Disappointment (CL 6th)

Taint touched: A taint mephit begins with a corruption and depravity score equal to half their charisma score +2, They cannot suffer from the negative effects of taint.

Monolith

See Summon Elemental Monolith under Spells.

Monster Classes

Khayal

Prerequisite: Khayal
Hit Die: d8
Skillpoints: 8+Int Modifier
Class Skills: Bluff, Concentration, Craft (Any), Diplomacy, Escape Artist, Hide, Intimidate, Knowledge (The Planes), Listen, Move Silently, Sense Motive, Spot
Weapon and Armor Proficiency: Khayal are proficient with all simple and martial weapons, with light and medium armor, and with shields.
{table=head]Level|
BAB| Saves| Special
1|
+1|
2| +2 Int, +2 Dex, Weapon Finesse, Dusk and Dawn (3/day), Bolster (1/day)
2|
+2|
3| +2 Str, +2 Con, Sight Eclipsed (3/day), Sneak Attack (1d6), Pass Into Shadow (2/day, Self Only), Fire Resistance 5
3|
+3|
3| +2 Wis, +2 Dex, Improved Initiative, Pass Into Shadow (2/day, 2 passengers), Umbral body (1 round), Acid Resistance 5
4|
+4|
4| +2 Int, +2 Con, Bolster (2/day), Sneak Attack (2d6), Umbral body (1 minute), Electric Resistance 5
5|
+5|
4| +2 Str, +2 Dex, Pass Into Shadow (2/day, 4 passengers), Fly 40ft (perfect), Sneak Attack (3d6), Sonic Resistance 5
6| +6/+1|
5| +2 Wis, +2 Con, Improved Finesse , Pass Into Shadow (At will, 8 passengers), Cold Immunity, Umbral body (1 hr)[/table]
Special Thanks to: Guigarci

Shadow Elemental

-Help Wanted-
-Recommended books for creation: Monster Manual + Savage Species + Tome of Magic-

Taint Elemental

-Help Wanted-
-Recommended books for creation: Heroes of Horror + Monster Manual + Savage Species -
Races

Races of Shadow
All members of umbral races have the following traits
- +1 racial bonus on attack rolls if they and their target are in an area of darkness or shadowy illumination .
- -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the light subtype or used by creatures while in an area of bright illumination.
- - Innate Fundimental (Su): Member of umbral races can use a single fundamental of their choice 1/day. This fundamental is chosen at 1st level, and cannot be changed. This fundamental is treated as if cast by a 5th-level shadowcaster.
- +2 Dexterity, -2 Strength; This is in addition to any ability score adjustments the race already possesses.


Races of Taint
All members of tainted races have the following traits
- +1 racial bonus on attack rolls against targets of the good subtype
- -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the good subtype or used by creatures of the good subtype.
- Innate Taint (Ex): Any member of a race of taint always has a both a corruption and depravity score of at least half of their charisma score. They take no ill effects from taint.
- +2 Charisma, -2 Dexterity; This is in addition to any ability score adjustments the race already possesses.

Genasi

Shadow Genasi
-+2 Dexterity, +2 Intellect, -2 Constitution, -2 Charisma
- Medium-Size
- Outsider (native)
- Speed: 30 ft
- Darkvision 60ft
- Dusk and Dawn (Sp): Shadow Genasi can use the dusk and dawn mystery once per day as cast by a 5th-level shadowcaster.
- Clerical Focus: A shadow genasi cleric must choose shadow or darkness as one of their domains.
- +1 racial bonus on a saving throws against all shadow spells
- Innate Fundimental (Su): Shadow Genasi can use a single fundamental of their choice 1/day. This fundamental is chosen at 1st level, and cannot be changed. This fundamental is treated as if cast by a 5th-level shadowcaster.
- Favored Class: Shadow Caster

Taint Genasi
-+2 Constitution, +2 Wisdom, -2 Strength, -2 Charisma
- Medium-Size
- Outsider (native)
- Speed: 30 ft
- Darkvision 60ft
- Bestow Wound(Sp): Taint genasi can use the bestow wound spell once per day as cast by a 5th-level sorcerer.
- Clerical Focus: A taint genasi cleric must choose evil as one of their domains.
- +1 racial bonus on a saving throws against all evil spells
- Taint Touched: A taint genasi begins with a corruption and depravity score equal to half their charisma score +1, They cannot suffer from the negative effects of taint.
- Favored Class: Archivist

Mephling

Shadow Mephling
- -2 Intellect, +2 Charisma, +2 Dexterity
-Humanoid (Extraplanar)
-Small
- Speed: 30 ft. Fly 10 (perfect)
- Breathweapon: 1d4 damage + 1d4 cold damage. (15 ft. cone) Reflex save (10 + 1/2 mephling's HD + mephling's con modifier) for half damage. 1/day + 1 per 4 additional levels. 1d4 rounds in between uses
- +1 caster level with shadow spells
- Favored Class: Shadowcaster
- Level Adjustment: +1

Taint Mephling
- -2 Intellect, +2 Charisma, +2 Constitution
-Humanoid (Extraplanar)
-Small
- Speed: 30 ft.
- Taint Touched: A taint mephling begins with a corruption and depravity score equal to half their charisma score +2, They cannot suffer from the negative effects of taint.
- +1 caster level with evil spells
- Favored Class: Sorcerer
- Level Adjustment: +1


Genie, Khayal

Khayal as Characters
Khayal characters posses the following racial traits
- +4 Strength, +8 Dexterity, +10 Constitution, +4 Intellect, +2 Wisdom, +4 Charisma
- Medium Size
- Speed 30 feet. Fly 40 (perfect)
- Darkvision out to 60 feet.
- Racial Hit Dice: A khayal begins with eight levels of outsider, which provide 8d8 Hit Dice, a base attack bonus of +8 and base saving throw bonuses of Fort +6, Ref +6, and Will +6.
- Racial Skills: A khayal's outsider levels give it skill points equal to 11 x (8 + Int modifier). Its class skills are Bluff, Concentration, Craft (any), Diplomacy, Escape Artist, Intimidate, Knowledge (the planes), Listen, Move Silently, Ride, Sense Motive, and Spot.
- Racial Feats: a khayal's outsider levels give it three feats. A khayal receives improved initiative and weapon finesse as a bonus feats
- Special Attacks: Sneak attack +3d6, spell-like abilities
- Special Qualities: Elemental endurance, improved finesse, immunity to cold, pass into shadow, resistance to acid 5, electricity 5, fire 5, sonic 5, telepathy 100ft.
- Automatic Languages: Common. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, Terran
- Favored Class: Rogue
- Level adjustment: +4


Genie, Lesser Khayal


Type: Medium Outsider (Extraplanar)
Starting Ability Score Adjustments: +2 Dex, +2 Con, +2 Cha
Speed: Khayal land speed is 30ft, they may fly 20 feet (good)
Darkvision: Khayal can see in the dark for 60ft
Natural Armor: +2
Elemental endurance: A khayal can survive on the Elemental Plane of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane after that time deals 1 point of damage per additional hour to the khayal, until it dies or returns to the Material Plane.
Shadow Bound: Khayal cannot survive for long away from the Plane of Shadow. If a khayal ever spends more than 24 Consecutive hours away from the Plane of Shadow, it takes 2 points of Constitution drain. For each additional hour beyond 24 hours that a khayal remains away from the Plane of Shadow, it takes another 2 points of Constitution drain.
Special Qualities: Resistance to Cold 5
Spell-Like Abilities: At will—Black Candle; 1/day—Pass Into Shadow (Self Only)
Automatic Languages: Auran, Aquan, Ignan, or Terran, plus Abyssal, Celestial, or Infernal.
Level Adjustment: +2

Special Thanks to: Guigarci


Bloodlines

Shadow Elemental

The bloodline of a shadow elemental, rare as it is, is most common among the decedents of mystery-users. Such beings tend to have duller colors than others of their race. Grey and black skin tones, and hair highlights are common traits but are not universal.

{table=head] Character Level|Minor|Intermediate
2nd|-|+2 on Hide checks
4th|+2 on Hide checks|Improved Initiative
6th|-|Dexterity +1
8th|Improved Initiative|Dusk and Dawn 1/day (Sp)
10th|-|Shadow elemental affinity +2(1)
12th|Dexterity +1|Combat Reflexes
14th|-|+2 on Move Silently checks
16th|Dusk and Dawn 1/day (Sp)|Shadow Mastery (Ex)(2)
18th|-|Constitution +1
20th|Shadow elemental affinity +2(1)|Alertness [/table]
(1) You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Preform checks made to interact with shadow elementals
(2) As the shadow elemental special ability


Taint Elemental
The bloodline of a taint elemental is found almost universally among the decedents of those who have tapped into taint, or the decedents of unholy scions born from taint. Such beings tend to have skin that looks like it is rotting, and perpetually bloodshot eyes.

{table=head] Character Level|Minor|Intermediate
2nd|-|+2 on Intimidate checks
4th|+2 on Intimidate checks|Surge of Malevolence
6th|-|Strength +1
8th|Surge of Malevolence|Excessive Taint (Ex)(1)
10th|-|Taint elemental affinity +2(2)
12th|Strength +1|Debilitating Strike
14th|-|+2 on Move Silently checks
16th|Excessive Taint (Ex)(1)|Touch of Taint (Ex)
18th|-|Constitution +1
20th|Taint elemental affinity +2(1)|Alertness [/table]
(1) As the taint elemental special ability
(2) You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Preform checks made to interact with shadow elementals


Genie, Khayal

Characters with the bloodline of a khayal typically are compulsive liars and very haughty. Their skin tends towards grey, and both their eyes and hair black. Some, aware of their ancestry, feel an obligation to any they feel beneath themselves who see past their lies.

{table=head] Character Level|Minor|Intermediate|Major
1st|-|-|+2 on Bluff checks
2nd|-|+2 on Bluff checks|Improved Initiative
3rd|-|-|Constitution +1
4th|+2 on Bluff checks|Improved Initiative|Resistance to cold 5 (Ex)
5th|-|-|Khayal Affinity +2(1)
6th|-|Constitution +1|+1 to natural armor
7th|-|-|+2 on Knowledge (the planes) checks
8th|Improved Initiative|Resistance to cold 5 (Ex)|Dodge
9th|-|-|Dexterity +1
10th|-|Khayal Affinity +2(1)|Sight Eclipsed 1/day (Sp)
11th|-|-|Khayal Affinity +4(1)
12th|Constitution +1|+1 to natural armor|Resistance to cold 10 (Ex)
13th|-|-|+2 on Concentration checks
14th|-|+2 on Knowledge (the planes) checks|Bolster 1/day (Sp)
15th|-|-|Charisma +1
16th|Resistance to cold 5 (Ex)|Dodge|Pass into shadow 1/week
17th|-|-|Khayal Affinity +6(1)
18th|-|Dexterity +1|+1 to natural armor
19th|-|-|+2 on Move Silently checks
20th|Khayal Affinity +2(1)|Sight Eclipsed 1/day (Sp)|Immunity to cold (Ex)[/table]
(1) You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Preform checks made to interact with khayal.

Spell Changes

Elemental Burst

For Shadow: The target area's light level and temperature drop suddenly and briefly. The resulting bitter darkness deals 1d4 damage + 1d4 cold damage. Any magical light sources and spells of the light descriptor of a lower caster level in the area are dispelled.
Target: Any area of shadowy illumination.

For Taint: The very essence of evil is ripped from the target and rips through everything in its path, dealing 1d8 points of damage to all creatures within the burst. If the target has mild taint, increase the corruption or depravity of all creatures hit by the burst by 1. If the target has moderate, the increase is by 2 points. If the target has severe, the increase is by 3 points. The same amount of corruption or depravity, however, is removed from the target (1, 2, or 3 points). The target is not eligible for the gain of taint from this ability.
Target: Any object or creature with at least 1 point of corruption or depravity. This includes undead, and creatures and magical items of the evil descriptor.

Elemental Swarm

For Shadow: Conjuration [Summoning] (Shadow). Summons shadow elementals of the appropriate sizes.

For Taint: Conjuration [Summoning] (Evil). Summons taint elementals of the appropriate sizes.

Elemental Ward

For Shadow: Material; A small quantity of light, or light generating-object (Such as an object under the effects of the light spell)

For Taint: Material; A small quantity of any holy material, such as silver or holy water.

Summon Elemental Monolith

For Shadow:
Shadow Monolith
Gargantuan Elemental (Extraplanar, Incorporal)
Hit Dice: 36d8+216 (378 hp)
Initiative: +15
Speed: Fly 100 ft. (perfect)
Armor Class: 31 (-4 size, +11 Dex, +14 natural), touch 17, flat-footed 20
Base Attack/Grapple: +27/+50
Attack: Incorporeal touch +34 melee (2d6 plus 8d6 cold)
Full Attack: 2 ncorporeal touches +34 melee (2d6 plus 8d6 cold)
Space/Reach: 20 ft./20 ft.
Special Attacks: Shadow mastery, dusk and dawn
Special Qualities: Blindsight 60 ft, damage reduction 15/-, elemental traits, incorporeal traits
Saves: Fort +18, Ref +31, Will +16
Abilities: Str-, Dex 33, Con 22, Int 12, Wis, 15, Cha 17
Skills: Balance +13, Diplomacy +5, Intimidate +16, Jump +41, Listen +43, Sense Motive +15, Spot +43, Tumble +24
Feats: Alertness, Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Ghostly Grasp, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Weapon Focus (incorporeal touch), Whirlwind Attack
Enviornment: Plane of Shadow
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually neutral evil
Advancement: 37-54 HD (Gargantuan)

For Taint:
Taint Monolith
Gargantuan Elemental (Evil, Extraplanar)
Hit Dice: 36d8+255 (417 hp)
Initiative: +6
Speed: 60 ft.
Armor Class: 27 (-4 size, +6 Dex, +15 natural), touch 12, flat-footed 21
Base Attack/Grapple: +27/+53
Attack: Slam +38 melee (6d8 +14 plus taint/19-20)
Full Attack: 2 Slams +38 melee (6d8 +14 plus taint/19-20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Touch of taint
Special Qualities: Damage reduction 15/-, darkvision 60 ft., dimension door, elemental traits, excessive taint
Saves: Fort +27, Ref +20, Will +16
Abilities: Str 38, Dex 22, Con 25, Int 12, Wis 15, Cha 17
Skills: Diplomacy +5, Hide +34, Intimidate +16, Jump +27, Listen +43, Move Silently +33, Sense Motive +15, Spot +43, Survival +33
Feats: Alertness, Cleave, Debilitating Strike, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Overrun, Improved Natural Attack, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Surge of Malevolence, Weapon Focus (Slam)
Enviornment: Any tainted region
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually chaotic, always evil


Weapon and Armor Enchantments

Taint

Taint Channeling: A taint channeling weapon is bestowed with an very rare ability. Upon striking a target, the wielder may transfer 1 point of corruption or depravity to or from their target. This, like damage, is multiplied on a critical. Bows, crossbows, and slings so crafted bestow the power of taint upon their ammunition.
Moderate transmutation; CL (7th); Craft Magical Arms and Armor, Bestow Wound, Detect Taint, creator must possess at least mild taint. Price +1 Bonus.

Xuldarinar
2013-05-24, 05:35 PM
Elemental Plane of Taint

The elemental plane of taint appears as a decaying landscape. The smell of rotting flesh almost always present. If one were to walk through the plane, they would notice the environment would change rapidly. Dense rotting forests can abruptly end, meeting a desert. Very little of the environment, however, is innate to the plane. Instead, any tainted environment has it's reflection in the plane of taint. For instance, if a region of the plane of fire is tainted, there too will be a region in the plane of taint of flame. Where the environment isn't a reflection, the environment tends to be simply a barren wasteland. Tainted environments tend to spread as normal though, forests and planes reaching further than their edges in the material plane. Any creature that can be found in a tainted environment can also be found in this plane.
The elemental plane of taint has the following traits.
- Perpetual Taint. The entire plane is treated as a tainted environment. In addition, any source of taint provides twice the amount of taint.
- Enhanced magic. Spells and spell-like abilities with the evil descriptor are both maximized and enlarged (as if the maximize spell and enlarge Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already maximized or enlarged are unaffected by this benefit.
- Impeded magic. Spells and spell-like abilities of the good descriptor are impeded.
- Mildly chaos-aligned and mildly evil-aligned



SOL'ANA CEA

Lesser Deity
Symbol: A green flame within a black circle
Home Plane: Elemental Plane of Taint
Alignment(s): Neutral Evil*
Portfolio: Taint, Tainted Creatures
Worshipers: Taint-Users, Tainted Creatures, Paladins
Cleric Alignments: Any
Domains: Corruption, Death, Madness, Pain, Spite
Favored Weapon: Spiked Chain


Sol'ana Cea (sōl-un-uh s-ā-a), goddess of taint, was said once to be a moral woman. Its long been up to debate if she created taint after her ascent, or if she became a deity by use of taint. The truth, however, is a lot more complicated than one could care to admit.
She always sought the best in those around her, always wanted to protect others. In time, however, she lost everything dear to her. Her hatred and sorrow became her strength. Evil, already as much a fundamental component of the universe as good, found a place to take root. As she drew upon it's power, she grew stronger but her body changed. Madness and decay became evident. By force of will alone she pressed on. At the time of her ascent, she used what power she had to place a curse on the planes. All who would tap into this power would suffer as she did, and it would claim them. Madness worthy of the far-realm, and decay known only to the grave. All who embraced evil would be forever marked, so that good may better find it and strike it down. As a side effect, even as she ascended, her own life was taken by her curse. Her flesh rotted and her eyes became eerie green flames.

Dogma
Followers of Sol'ana have no predominant dogma. Those who follow her to strike down taint, do so without hesitation. Those who follow her to wield taint for their ends, do so religiously. She, herself, teaches to strike down evil wherever it lurks. Even so, many of her followers use her curse.

Clergy and Temples
Unlike most faiths, there is no typical cleric nor typical temple to Sol'ana Cea. All that unifies them is a name, a symbol, and knowledge of her curse.


Sol'ana Cea
Ex-Paladin 10/Corrupt Avenger 10/ Wizard 10/Tainted Scholar 10
Medium-Size Undead
Divine Rank: 9
Hit Dice: 10d12 (Pal) Plus 10d12 (Cor Aven) plus 10d12 (Wiz) Plus 10d12 (Tainted Sch) (480 hp)
Initiative:
Speed: 60 ft.
AC: 46 (+4 Natural, +32 deflection)
Attacks: +5 ghost touch, consumptive burst, spellstoring spiked chain +41/+36/+31/+26
Damage: +5 ghost touch, consumptive burst, spellstoring spiked chain 2d4 + 11
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Fear aura, Tainted strike 5/day, frightful fury, unnerving fury, Death knell, domain powers, spell-like abilities
Special Qualities: Damage Reduction 44/+4, Damage Reduction 15/magic and silver, Divine Immunities, Resistance to Fire 29, Spell Resistance 41, Understand, speak, and read all languages and speak directly to all beings within 9 miles, Remote communication, Create magic items, Divine aura (DC 23, 900 ft), Grant spells, Salient Divine Abilities, Domain Powers, Immortality, Change shape, fast healing 3, Armored casting, blood component, detect sworn foe, grim resolve, lay on hands, sworn foe +10, tainted spellcasting, taint suppression, Secret (Bloodseeking spell, Wholesome Corruption, Staunch, Bloodied Metamagic, Tainted Knowledge), Lore, Outre Lore, Aberrant Lore, Heretical Lore, undead traits
Saves: Fort 73, Ref 78, Will 74
Abilities: Str 29, Dex 32, Con -, Int 28, Wis 24, Cha 75
Skills: Bluff 40, Concentration 43, Diplomacy 34, Heal 38, Knowledge (arcana) 43, Knowledge (local) 40, Knowledge (nobility and royalty) 40, Knowledge (religion) 43, Ride 4, Sense Motive 37, Spellcraft 43, Survival 20
Feats: Exotic Weapon Proficiency (Spiked Chain), Weapon Finesse, Weapon Focus (Spiked Chain), Quick Draw, Surge of Malevolence, Debilitating Strike, Tainted Fury, Bane Magic (Outsider), Bane Magic (Undead), Scribe Scroll, Eschew Materials, Sudden Silent, Energy Substitution (Acid), Debilitating Spell, Epic Spellcasting
Divine Immunities: transmutation, energy drain, ability drain, ability damage, mind-affecting effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death, Imprisonment, banish
Salient Divine Abilities: Divine Spellcasting, Lay Curse, Hand of Death, Life and Death, Life Drain, Alter Reality, Arcane Mastery, Avatar, Divine Blast, Possess Mortal, Know Secrets
Domain Powers: -1 wisdom based skill checks and will saves, 1/day 1/2 level to wisdom based check or will save. Ignore Hardness 1/day, Death touch 1/day, Sympathetic Strike 1/day, 1/day heal 10 points of damage on attack,
Spell-like Abilities: Sol'ana uses these abilities as a 10th-level caster. Animate Dead, Angry Ache, Befoul, Bestow Wound, Blindness/Deafness, Bolts of Bedevilment, Cause Fear, Cloak of Hate, Confusion, Contangion, Create Greater Undead, Create Undead, Death knell, Death Ward, Despoil, Destruction, Doom, Eternity of Torture, Feeblemind, Fire in the Blood, Imprison Soul, Insanity, Lesser Confusion, Liquid Pain, Maddening Scream, Mantle of Pure Spite, Morality Undone, Pact of Return, Phantasmal Killer, Pox, Pronouncement of Faith, Rage, Sadism, Slay Living, Symbol, Thousand Needles, Touch of Madness, Vampiric Touch, Wail of the Banshee, Wave of Pain, Weird, Wrack
Corrupt Avenger Spells/Day: 7/7/6/5
Wizard Spells/Day 4/9/9/8/8/8/8/7/7/7
Possessions: Sol'ana carries with her a +5 spiked chain with the ghost touch, spell storing, and consumptive burst special abilities. Besides her spiked chain, Sol'ana wears

Other Divine Powers
As a lesser deity, Sol'ana may take 10 on any check. Sol'ana treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal.
Senses: Sol'ana can see, hear, touch, and smell at a distance of nine miles. As a standard action, she can perceive anything within nine miles of her worshipers, holy sites, objects, or any location where her name was spoken in the last hour. She can extend her senses to five locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations for 9 hours.
Portolio Sense: Sol'ana can sense any event regarding taint, or tainted creatures, that involves five-hundred or more people.
Automatic Actions: Sol'ana can use any skill as a free action, when involving taint or tainted creatures, as long as the DC for the task is 20 or lower. She can preform up to five such free actions each round.
Create Magic Items: Sol'ana can create any kind of magic item, as long as the item's market price does not exceed 30,000 gp.

Gildedragon
2013-05-25, 09:57 PM
This looks really interesting. I like the sha'ir adaptation so far. Maybe some inspiration could be found in the shadowcraft Mage and shadowcrafter prcs on how to use shadow magic, as mysteries use different leveling when compared to spells.

For completeness sake: taint and shadow genasi ought to be a thing, and the shadow genie racial class.

Note that there is already a races of shadow template: dark creature.

Xuldarinar
2013-05-25, 10:17 PM
This looks really interesting. I like the sha'ir adaptation so far. Maybe some inspiration could be found in the shadowcraft Mage and shadowcrafter prcs on how to use shadow magic, as mysteries use different leveling when compared to spells.

For completeness sake: taint and shadow genasi ought to be a thing, and the shadow genie racial class.

Note that there is already a races of shadow template: dark creature.


Thank you, I'm glad you like it. I was shocked when It occurred to me I forgot to make a sha'ir adaptation, and I'm glad I dug up the class and put the twists on it. I actually have played with the thought before of making a sha'ir/shadowcaster/noctumancer, though a sha'ir/alienist can be quite fun thematically.

I understand on the detail regarding mysteries. But, for the purposes of writing it was the simplest to do. I will however go over content and make appropriate changes.

I had forgotten about genasi. I cannot believe I had, I'll get right on them.

Im aware of both the shadow creature template and the dark creature template, but I felt to be consistent with the UA elemental races I could make an LA +0 template.

Edit: Added genasi, and also added mephlings. Added section for Khayal (Genies of shadow).

Gildedragon
2013-05-27, 01:03 AM
I'm curious as to why give the shadow-realm folk self-sustaining as a property...
and I'd be glad to help with the khayal class

so we got 12 levels; 8 HD and 4 LA.
It'd be interesting to have some levels be available to drop to get say 10 levels and LA +2...
Though seeing how it has a CR of 6; maybe cutting down the number of levels is better? Generally the monster classes of SS are pretty terrible for PC's. So if this were to be made for PCs...

Xuldarinar
2013-05-27, 01:15 AM
I'm curious as to why give the shadow-realm folk self-sustaining as a property...
and I'd be glad to help with the khayal class

Thats quite simple. Because air can get away without breathing.

I based that specific aspect on a shadowcaster ability. You lose need of food, water, and sleep as part of it, due to a growing closeness to shadow magic.


I appreciate the offer, and all the help I can get.

inuyasha
2013-05-27, 01:22 AM
can we also make taint and shadow mephits?

Gildedragon
2013-05-27, 02:12 AM
Thats quite simple. Because air can get away without breathing.

I based that specific aspect on a shadowcaster ability. You lose need of food, water, and sleep as part of it, due to a growing closeness to shadow magic.


I appreciate the offer, and all the help I can get.

Though neither shadow or dark creatures have this ability; which makes it odd that "shadow" creatures have it. umbral, dusk, shaded, or twilight is perhaps a better name for the "shadow" racial template.
Also it reduced the class-benefits of going into shadowcaster; also it seems as if they gain the ability by pulling sustenance from the plane, not unlike how a monk develops a timeless body or immunity to poisons.
It's a bit odd fluffwise I think, as things from the Shadow still need to eat and drink and the shadow has the possibility to produce sustenance (there's cities in the plane of shadow after all, populated by non-natives to the plane)

Replacing it with an SLA might be a better fit. A fundamental 1/day?

Xuldarinar
2013-05-27, 04:06 AM
can we also make taint and shadow mephits?

I'll get right on that.

Edit: Added.



Though neither shadow or dark creatures have this ability; which makes it odd that "shadow" creatures have it. umbral, dusk, shaded, or twilight is perhaps a better name for the "shadow" racial template.
Also it reduced the class-benefits of going into shadowcaster; also it seems as if they gain the ability by pulling sustenance from the plane, not unlike how a monk develops a timeless body or immunity to poisons.
It's a bit odd fluffwise I think, as things from the Shadow still need to eat and drink and the shadow has the possibility to produce sustenance (there's cities in the plane of shadow after all, populated by non-natives to the plane)

Replacing it with an SLA might be a better fit. A fundamental 1/day?

You make a great point. I shall adjust that.

edit: I've added he following ability to replace self-sustaining.
- Innate Fundimental (Su): This racial trait grants the use a single fundamental of their choice 1/day. This fundamental is chosen at 1st level, and cannot be changed. This fundamental is treated as if cast by a 5th-level shadowcaster.

I made it this instead of a single fundamental because, I honestly couldn't settle on one. I would have made it black candle, but that might have been redundant for "shadow races", which in their description I now refer to as Umbral races, though they also remain as races of shadow.

Gildedragon
2013-05-27, 04:38 AM
have you checked the khayal info and ideas i got in so far?

{table]Level|HD|BAB|Fort|Ref|Will|Skills|Special
1|1d8|1|2|2|2|(8+int)x4|--
2|+1d8|2|3|3|3|-|--
3|-|2|3|3|3|-|--
4|+1d8|3|3|3|3|8+int|--
5|+1d8|4|4|4|4|8+int|--
6|-|4|4|4|4|-|--
7|+1d8|5|4|4|4|8+int|--
8|+1d8|6|5|5|5|8+int|--
9|-|6|5|5|5|-|--
10|+1d8|7|5|5|5|8+int|--
11|+1d8|8|6|6|6|8+int|--
12|-|8|6|6|6|-|--[/table]

For a 10 level LA+2 version I'd propose moving whichever specials we set for 1 and 2 as racial abilities, and move the HD, skills, bab, and save progression accordingly.

ideally however, seeing the difference between CR and HD is 2 it seems the "class" is an NPC class (where the HD-CR discrepancy is approx -1) so lets drop the HD progression to 6 (the CR) and go on from that.

Furthermore the discrepancy between LA and CR is also ~2
We could imagine a 4-6 levels that but need to be spaces out and retain an LA of 2. (That way a CR 6 char has ECL 6 though only 4 HD)
Or 2 levels with LA +4... Again with prereqs.

Xuldarinar
2013-05-27, 05:07 AM
have you checked the khayal info and ideas i got in so far?

{table]Level|HD|BAB|Fort|Ref|Will|Skills|Special
1|1d8|1|2|2|2|(8+int)x4|--
2|+1d8|2|3|3|3|-|--
3|-|2|3|3|3|-|--
4|+1d8|3|3|3|3|8+int|--
5|+1d8|4|4|4|4|8+int|--
6|-|4|4|4|4|-|--
7|+1d8|5|4|4|4|8+int|--
8|+1d8|6|5|5|5|8+int|--
9|-|6|5|5|5|-|--
10|+1d8|7|5|5|5|8+int|--
11|+1d8|8|6|6|6|8+int|--
12|-|8|6|6|6|-|--[/table]

For a 10 level LA+2 version I'd propose moving whichever specials we set for 1 and 2 as racial abilities, and move the HD, skills, bab, and save progression accordingly.

ideally however, seeing the difference between CR and LA is 2 I'd opt for two to 6 levels with HD prereqs with scaling abilities (2 to keep the LA intact, 4 dropping the LA to 2, and a full 6 match up the CR with party hit dice and eat up the whole LA)
6 level version (La 0)
1st level: 0 HD
2nd level: HD prereq 2
3rd level: HD prereq 4
4th level: HD prereq 6
5th level: HD prereq 8
6th level: HD prereq 10
4 Level version (LA +2)
HD prereqs 0, 3, 7, 11
2 level version (LA +4)
HD prereq 0, 5


Yes, I've been checking. I, however, hadn't had a chance to respond to that yet. So far it is looking good. I believe you have the right ideas on this one. I look forward to seeing the finished product.

Thematically, I'm certain a khayal would be interesting to play. A compulsive liar, to an extent, who feels an obligation to those they feel beneath them who prove they are lying. Something that could actually help lend itself to bringing such a character in. Someone else in a group proves a khayal is lying, possibly on multiple counts or on a major one, and the khayal then must assist the party. Their nature keeping them in a form of servitude. Lie after lie being struck down, possibly much to the frustration of the khayal.

Xuldarinar
2013-05-27, 04:41 PM
Added Khayal as a race. I remembered janni have an entry for use as player characters so I built from that.


Is there any element based content I'm not touching on with this adaptation?

Though, come to think of it.. I've made no paraelementals, quasielementals, grues, weirds, swarms, half-elementals, elemental creatures, ect.

Gildedragon
2013-05-27, 11:37 PM
Khayal Monster Class
Starting Ability Score Adjustments: +2 Dex, +2 Con, +2 Cha: Khayal are self assured and natural leaders. The plane of shadow has forced them to be agile and tough.
Speed: Khayal land speed is 30ft
Darkvision: Khayal can see in the dark for 60ft
Natural Armor: +2
Elemental endurance: A khayal can survive on the Elemental Plane of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane after that time deals 1 point of damage per additional hour to the khayal, until it dies or returns to the Material Plane.
Shadow Bound: Khayal cannot survive for long away from the Plane of Shadow. If a khayal ever spends more than 24 Consecutive hours away from the Plane of Shadow, it takes 2 points of Constitution drain. For each additional hour beyond 24 hours that a khayal remains away from the Plane of Shadow, it takes another 2 points of Constitution drain.
Automatic Languages: Auran, Aquan, Ignan, or Terran, plus Abyssal, Celestial, or Infernal.
Favored Class: Khayal, good multiclassing choices are Swordsage, or Rogue

{table=head]Lvl| HD| BAB| Saves|Ability Increases| Special| Skills
1| 1d8| +1| 2| +2 Int| Feat, Black Candle (3/day)| (8+Int)x4
2| 2d8| +2| 3| +2 Dex| Telepathy (100ft), Fire Resistance 5, Dusk and Dawn (3/day)|8+Int
3| 2d8| +2| 3| +2 Str| Weapon Finesse , Sight Eclipsed (3/day), Umbral body (1 round)| -
4| 3d8| +3| 3| +2 Con| Feat, Bolster 1/day, Sneak Attack (1d6)|8+Int
5| 4d8| +4| 4| +2 Wis| Ability Score Increase, Acid Resistance 5, Pass Into Shadow (2/day, Self Only)| 8+Int
6| 4d8| +4| 4| +2 Dex| Black Candle (At will), Fly 20ft (perfect), Pass Into Shadow (2/day, 2 passengers)| -
7| 5d8| +5| 4| +2 Int| Improved Initiative, Bolster (2/day), Sneak Attack (2d6)| 8+Int
8| 6d8| +6/+1| 5| +2 Con| Feat, Electric Resistance 5, Improved Finesse| 8+Int
9| 6d8| +6/+1| 5| +2 Str| Pass Into Shadow (2/day, 4 passengers), Umbral body (1 minute)| -
10| 7d8| +7/+2| 5| +2 Dex| Fly 40ft (perfect), Sneak Attack (3d6)| 8+Int
11| 8d8| +8/+3| 6| +2 Cha| Ability Score Increase, Sonic Resistance 5| 8+Int
12| 8d8| +8/+3| 6| +2 Con| Pass Into Shadow (At will, 8 passengers), Cold Immunity, Umbral body (1 hr)| - [/table]
Class Skills: Bluff, Concentration, Craft (Any), Diplomacy, Escape Artist, Hide, Intimidate, Knowledge (The Planes), Listen, Move Silently, Sense Motive, Spot
Weapon and Armor Proficiency: Khayal are proficient with all simple and martial weapons, with light and medium armor, and with shields.

Notes: I tried to have every level give something to the khayal and make them all more or less equal, while giving the four non hit-dice advancing levels stronger abilities. I'll be trying to make a four to six level version of the class along with an LA +1 or +2 Khayal race that will be more PC friendly. As it stands it strikes me as an NPC class. Swordsage as favored class strikes me as sensible with the shadow-hand maneuvers, and the emphasis on agility and martial prowess

Gildedragon
2013-05-28, 03:24 AM
Lesser Khayal


Type: Medium Outsider (Extraplanar)
Starting Ability Score Adjustments: +2 Dex, +2 Con, +2 Cha
Speed: Khayal land speed is 30ft, they may fly 20 feet (good)
Darkvision: Khayal can see in the dark for 60ft
Natural Armor: +2
Elemental endurance: A khayal can survive on the Elemental Plane of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane after that time deals 1 point of damage per additional hour to the khayal, until it dies or returns to the Material Plane.
Shadow Bound: Khayal cannot survive for long away from the Plane of Shadow. If a khayal ever spends more than 24 Consecutive hours away from the Plane of Shadow, it takes 2 points of Constitution drain. For each additional hour beyond 24 hours that a khayal remains away from the Plane of Shadow, it takes another 2 points of Constitution drain.
Special Qualities: Resistance to Cold 5
Spell-Like Abilities: At will—Black Candle; 1/day—Pass Into Shadow (Self Only)
Automatic Languages: Auran, Aquan, Ignan, or Terran, plus Abyssal, Celestial, or Infernal.
Level Adjustment: +2

Khayal Monster Class (CR=HD)

Prerequisite: Khayal
Hit Die: d8
Skillpoints: 8+Int Modifier
Class Skills: Bluff, Concentration, Craft (Any), Diplomacy, Escape Artist, Hide, Intimidate, Knowledge (The Planes), Listen, Move Silently, Sense Motive, Spot
Weapon and Armor Proficiency: Khayal are proficient with all simple and martial weapons, with light and medium armor, and with shields.




Level
BAB
Saves
Special



1
+1
+2
+2 Int, +2 Dex, Weapon Finesse, Dusk and Dawn (3/day), Bolster (1/day)



2
+2
+3
+2 Str, +2 Con, Sight Eclipsed (3/day), Sneak Attack (1d6), Pass Into Shadow (2/day, Self Only), Fire Resistance 5



3
+3
+3
+2 Wis, +2 Dex, Improved Initiative, Pass Into Shadow (2/day, 2 passengers), Umbral body (1 round), Acid Resistance 5

4
+4
+4
+2 Int, +2 Con, Bolster (2/day), Sneak Attack (2d6), Umbral body (1 minute), Electric Resistance 5

5
+5
+4
+2 Str, +2 Dex, Pass Into Shadow (2/day, 4 passengers), Fly 40ft (perfect), Sneak Attack (3d6), Sonic Resistance 5

6
+6/+1
+5
+2 Wis, +2 Con, Improved Finesse , Pass Into Shadow (At will, 8 passengers), Cold Immunity, Umbral body (1 hr)




Improved Finesse: Khayal can apply their Weapon Finesse feat to any weapon they wield one-handed, even if it is not normally a light weapon.

A variation on the Khayal class that might be more in-line with PC power...
It is somewhat balanced by the fact that you can't multi-class out of it until it is done. But comments and thoughts as to overall suitability are welcome
My guideline for LA+2 balance was the Feyiri from MoF. Figure its a pretty potent LA+2 so skirted around that.

A possibility I'm toying with is that levels 4-6 must be taken after getting your 5th HD.

Xuldarinar
2013-05-28, 04:06 AM
A variation on the Khayal class that might be more in-line with PC power...
It is somewhat balanced by the fact that you can't multi-class out of it until it is done. But comments and thoughts as to overall suitability are welcome
My guideline for LA+2 balance was the Feyiri from MoF. Figure its a pretty potent LA+2 so skirted around that.

A possibility I'm toying with is that levels 4-6 must be taken after getting your 5th HD.


It looks good. Do you feel any of what you posted is ready though? If so, I'll gladly scoop them up and toss them into the Original Post.

Gildedragon
2013-05-28, 04:08 AM
they're both pretty much done; as done as they get without playtesting.

Xuldarinar
2013-05-28, 04:33 AM
they're both pretty much done; as done as they get without playtesting.


Thank you. They have now been added.

Noxsis
2013-05-28, 10:00 AM
Iv been waiting for someone to do something like this for a very long time as proven by my avatar so i say thank you and i have a question how familiar are you with pathfinder because if you know enough about i would love for you to convert the shadow elementals and khayal to it please and thank you.

Xuldarinar
2013-05-28, 10:17 AM
Iv been waiting for someone to do something like this for a very long time as proven by my avatar so i say thank you and i have a question how familiar are you with pathfinder because if you know enough about i would love for you to convert the shadow elementals and khayal to it please and thank you.


While I am certainly far more familiar with 3.5, I have some pathfinder books. I think I can make conversions of both. Shouldn't take much work.


Tell you what, I'll make pathfinder versions of both and send you a message with a link to it. Might even branch into a Pathfinder adaptation of Tome of Magic: Shadow Magic.

Noxsis
2013-05-28, 11:27 AM
good to know thanks. :smallbiggrin:

Gildedragon
2013-06-05, 10:15 PM
What would a Taint Genie be like...

Figure it'd be something like the pure element ones as opposed to the mixed element ones (khayal and janni)

Xuldarinar
2013-06-05, 10:35 PM
What would a Taint Genie be like...

Figure it'd be something like the pure element ones as opposed to the mixed element ones (khayal and janni)

That is a good question. In all honesty, I'm not certain how to a approach it exactly. I might throw something together, but I'll need to first decide how powerful it should be and what Genie should I base it's abilities and power on.

Though I will note that Efreeti in Savage Species have the evil subtype, therefore automatically have a corruption and depravity score, where as the Efreeti in the Monster Manual lacks any alignment subtype.

Perhaps if I do make a taint genie, I should base it on Efreeti. Make some adjustments as appropriate of course though.

Gildedragon
2013-06-05, 11:03 PM
Savage Species is 3.0, thus the discrepancy.

Maybe adding the taint subtype would be enough.

Xuldarinar
2013-07-19, 12:25 AM
Its been a little while since i've worked on this project, so… might as well see what I can do with this. Does anyone know of any element content I've missed?

I intend to make a taint element genie at some point in the near future, but that could not possibly be all I've missed.

Gildedragon
2013-07-19, 01:18 AM
Just gonna note: there are shadow elementals
or rather, pseudoelementals DR322 66-68

The name "pseudoelemental" makes sense for shadow and taint as substances.

Xuldarinar
2013-07-19, 01:30 AM
Just gonna note: there are shadow elementals
or rather, pseudoelementals DR322 66-68

The name "pseudoelemental" makes sense for shadow and taint as substances.

Im not terribly familiar with pseudoelementals, unfortunately. Though I will note that taint elementals (HoH) are technically elementals in type only (not being true elementals), but shadow elementals (ToM) have no such entry. Doing a brief web search I've found references to a darkness pseudo-elemental, but nothing of a shadow pseudoelemental.

I will agree, however, that the term pseudoelemental does make a lot of sense here.

Gildedragon
2013-07-19, 02:26 AM
Oh yeah. They are darkness, not "shadow" but still have the elemental type. Same as ash and smoke are not "elementals" but "paraelementals" but still are elementals in type.

There isn't a taint genie, or a plane of taint.

Xuldarinar
2013-07-19, 07:48 AM
Oh yeah. They are darkness, not "shadow" but still have the elemental type. Same as ash and smoke are not "elementals" but "paraelementals" but still are elementals in type.

There isn't a taint genie, or a plane of taint.

Well, that is the wonder of homebrew. I've got the plane done, and I'm thinking some time today getting the genie done.


I should create shadow and taint variants of various elemental creatures as well, such as weirds and grues. Possibly para-elementals and quasi-elementals. But for those, i'd want suggestions and would welcome other people's work. I've considered making a shadow version and taint version of the pyrokineticist, but it doesn't feel quite right as I'm making it. The approach for shadow comes down to: half damage as cold, half as untyped or sonic. Alternatively it could be full untyped damage, but if the target realizes its not (entirely) real, it deals reduced damage, similar to the shadow evocation spells. Taint, vile damage? I don't know.

vasharanpaladin
2013-07-19, 03:53 PM
...Isn't the caster level for genasi not-spells based on character level, not locked at 5th? Might be mistaken on this, it's been awhile since I looked them up...

Xuldarinar
2013-07-19, 04:12 PM
...Isn't the caster level for genasi not-spells based on character level, not locked at 5th? Might be mistaken on this, it's been awhile since I looked them up...

Forgotten Realms Campaign Setting
Genasai

Air: Levitate as 5th-level sorcerer.
Earth: Pass without trace as 5th-level druid.
Fire: Control Flame as 5th-level sorcerer.
Water: Create Water as 5th-level druid.
-
Shadow: Dusk and Dawn as 5th-level shadowcaster.
Taint: Bestow Wound as 5th-level sorcerer.