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DawnRaven
2013-11-24, 03:01 PM
Gloomshade

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“The shadows are your friend and soul.”

Gloomshades are deadly foes and nearly impossible to escape from. They are creatures born of darkness in the same way a sorcerer is born of magic. However, unlike a sorcerer, they do not rely on sheer willpower. Rather, they rely on their intuitive understanding of the darkness that flows through them. A gloomshade harnesses this ability for both arcane and martial purposes, fusing them together. This class focuses on teleporting around the battlefield in quick, short jumps using innate talents, magic and maneuvers. The shadows they surround themselves with both protect them and improve their attacks.

Abilities: Wisdom is the most important ability to a gloomshade. It increases their spell-casting abilities and several class features. Strength, Constitution and Dexterity are also important for the gloomshade is going to be in the thick of combat, weaving between foes.

Role: A gloomshade serves as a melee striker and supernatural scout for the party. They have spells to move their allies from place to place and abilities to help them deal more damage. They do not have the utility of a full level arcane caster nor the buffing abilities of a full divine caster. They give up spellcasting versatility to learn a few tricks.

Hit Die D6
Starting Gold: 4d6 x 10 Gp (Average 140 gp).
Class Skills
The Gloomshade's class skills are: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int) , Knowledge (the Planes) (Int), Knowledge (Local) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

Skill Points at First Level: (4 + Intelligence Modifier) x 4
Skill Points Per Level After First: 4 + Intelligence Modifier

{table=head]
Table 1—2: The Gloomshade
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1|2|3|4|5|6

1st|
+0|
+0|
+2|
+2|Shadow Pool, Guild Training, Weapon Arts +1, Armored Mage | 5| 1 | – | – | – | – | –

2nd|
+1|
+0|
+3|
+3|Shadow Talent | 6 | 2 | – | – | – | – | –


3rd|
+2|
+1|
+3|
+3| Shadowsight (30'), Essence of Shade +1d6 | 6 | 3 | – | – | – | – | –


4th|
+3|
+1|
+4|
+4| Cloak of Shadows | 6 | 3 | 1 | – | – | – | –


5th|
+3|
+1|
+4|
+4| Body of Darkness I, Weapon Arts +2 | 6 | 4 | 2 | – | – | – | –


6th|
+4|
+2|
+5|
+5| Shadow Talent, Shadowsight (60') | 6 | 4 | 3 | – | – | – | –


7th|
+5|
+2|
+5|
+5| Essence of Shade +2d6 | 6 | 4 | 3 | 1 | – | – | –


8th|
+6/+1|
+2|
+6|
+6| Improved Guild Training| 6 | 4 | 4 | 2 | – | – | –


9th|
+6/+1|
+3|
+6|
+6| Improved Shadow Weaving, Weapon Arts +3 |5 | 4 | 3 | – | – | –


10th|
+7/+2|
+3|
+7|
+7|Shadow Talent, Dark Recovery | 6 | 5 | 4 | 3 | 1 | – | –


11th|
+8/+3|
+3|
+7|
+7| Shadowsight (See in Darkness), Essence of Shade +3d6 | 6 | 5 | 4 | 4 | 2 | – | –


12th|
+9/+4|
+4|
+8|
+8| Body of Darkness II, Shadow Pounce | 6 | 5 | 5 | 4 | 3 | – | –


13th|
+9/+4|
+4|
+8|
+8| Hide in Plain Sight, Weapon Arts +4 | 6 | 5 | 5 | 4 | 3 | 1 | –


14th|
+10/+5|
+4|
+9|
+9| Shadow Talent | 6 | 5 | 5 | 4 | 4 | 2 | –


15th|
+11/+6/+1|
+5|
+9|
+9| Greater Shadow Weaving, Essence of Shade +4d6 | 6 | 5 | 5 | 5 | 4 | 3 | –


16th|
+12/+7/+2|
+5|
+10|
+10| Quickened Strike | 6 | 5 | 5 | 5 | 4 | 3 | 1


17th|
+12/+7/+2|
+5|
+10|
+10| Weapon Arts +5 | 6 | 5 | 5 | 5 | 4 | 4 | 2


18th|
+13/+8/+3|
+6|
+11|
+11|Shadow Talent | 6 | 5 | 5 | 5 | 5 | 4 | 3


19th|
+14/+9/+4|
+6|
+11|
+11| Essence of Shade+5d6 | 6 | 5 | 5 | 5 | 5 | 5 | 4


20th|
+15/+10/+5|
+6|
+12|
+12| Body of Darkness III, Critical Essence of Shade | 6 | 5 | 5 | 5 | 5 | 5 | 5

[/table][/table]

Class Features
All of the following are class features of the Gloomshade
Weapon and Armor Proficiency Gloomshades are proficient with all simple weapons, kama, kukri, sai, sap, short sword, scimitar, rapier, scythe, spiked chain, longbow, composite longbow, shortbow, composite shortbow and whip. Additionally, if they have proficiency in all weapons of gloomshade disciplines they have maneuvers from. They are also proficient in light armor and bucklers.

Spells
A gloomshade casts arcane spells drawn from the gloomshade spell list presented below. A gloomshade can cast any spell he knows without preparing it ahead of time, the way a wizard or cleric must. They are born with a close connection to the Plane of Shadows, the Negative Plane or other equally dark areas. To learn or cast a spell, a gloomshade must have a Wisdom score equal to 10 + the spell level (Wis 10 for 0 level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a gloomshade's spell is 10 + the spell level + the gloomshade's wisdom modifier.

Like other spellcasters, a gloomshade can only cast a certain number of spells of each spell level per day. His base daily allotment is given on Table 1—2: The Gloomshade. In addition, he receives bonus spells per day if he has a high Wisdom score. A gloomshade's selection of spells is extremely limited. A gloomshade begins play knowing two 1st—level spells of your choice. At each new gloomshade level, he gains one or more new spells as indicated on table 1—1: Gloomshade Spells Known. Like sorcerer's, gloomshade's do not gain bonus spells known for having a high Wisdom modifier.

Upon reaching 2nd level and at every even-numbered gloomshade level after that, a gloomshade can choose to learn a new spell in place of one he already knows. In effect, the gloomshade “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged.

Gloomshades use metamagic as sorcerers and bards. Like a sorcerer, a gloomshade need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Special: The spells of a gloomshade are strange and difficult for non-gloomshades to grasp. As a result, any class, spell, item, or ability that allows someone to add or cast spells from another class list may not use gloomshade spells for this manner. This prevents prestige classes, classes and other abilities from taking advantage of the gloomshade's early spells. Additionally, gloomshade's who create magic items with a cost based on the level of a spell must treat spells as the highest-level possible. Essentially, this means they use the sorcerer/wizard or equivalent spellcasting class for the cost of these items. This prevents them from creating wands, potions and scrolls that take advantage of the lower spell-level of some gloomshade spells.

Cantrips A gloomshade can cast any cantrip, or 0-level spells, each day. They know all 0-level spells on the gloomshade spell list. Essentially, his spells known for cantrips is his 0-level spell list.

{table=head]Table 1—1: Gloomshade Spells Known
{table=head]Level | 1st | 2nd | 3rd | 4th | 5th | 6th

1st|2|--|--|--|--|--

2nd|3|--|--|--|--|--
3rd|3|--|--|--|--|--

4th|3|1|--|--|--|--

5th|3|2|--|--|--|--

6th|4|2|--|--|--|--

7th|4|3|1|--|--|--

8th|4|3|2|--|--|--

9th|4|4|2|--|--|--

10th|5|4|3|1|--|--

11th|5|4|3|2|--|--

12th|5|4|4|2|--|--

13th|5|5|4|3|1|--

14th|6|5|4|3|2|--

15th|6|5|4|4|2|--

16th|6|5|5|4|3|1

17th|6|6|5|4|4|2

18th|7|6|5|4|4|3

19th|7|6|5|5|4|3

20th|7|6|6|5|4|4

[/table][/table]


Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you are Black Heron (http://www.giantitp.com/forums/showthread.php?t=100874), Dread Crown (http://www.giantitp.com/forums/showthread.php?t=76218), and Shadow Hand. Once you know a maneuver, you must ready it before you cause it. (see Maneuvers Readied, below). A maneuver usable by Gloomshades is considered an extroadinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional maneuvers at higher levels as shown on table 1—3. You must meet a maneuver's prerequisite to learn it. Upon reaching 4th level and at every even numbered Gloomshade level after that (6th, 8th, 10th and so on), you can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level.

Maneuvers Readied: You can ready both maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by meditating in darkness for five minutes. The maneuvers you choose remain readied until you decide to mediate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers un-expended regardless of how many times you might have already used them since you chose them.

When you initiate a maneuver, you expend it for the current encounter. So each readied maneuver can be used once per encounter until you recover them. You can recover all expended maneuvers with a single standard action or you may recover one maneuver as a swift action if you spend a shadow pool point (see below). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

Stances Known: You begin play with knowledge of one 1st level stance from any discipline open to Gloomshades. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

{table=head]Table 1—3: Maneuvers and Stances

{table=head]Level|Maneuvers Known|Maneuvers Readied|Stances Known

1st|2|1|0

2nd|3|1|0
3rd|3|2|1

4th|3|2|1

5th|4|2|1

6th|4|3|1

7th|4|3|2

8th|5|3|2

9th|5|3|2

10th|5|3|2

11th|6|3|2

12th|6|4|3

13th|6|4|3

14th|7|4|3

15th|7|4|3

16th|7|4|3

17th|8|4|4

18th|8|5|4

19th|8|5|4

20th|9|5|4

[/table][/table]

Shadow Pool (Su): At 1st level, the Gloomshade gains a reservoir of mystical arcane energy that he can draw upon to fuel special powers. This shadow pool has a number of points equal to ˝ his Gloomshade level (minimum 1) + his wisdom modifier. The pool refreshes once per day when the Gloomshade recovers spells. The gloomshade may use a point of his shadow pool to gain a +2 bonus to checks to cast defensively or to recover a single maneuver of the highest spell level he can cast as a swift action. The bonus to casting defensively stacks with itself and with any other bonuses to defensive casting such as Combat Casting.

Control Light (Su): At 1st level, the Gloomshade can decrease the levels of light within a 100' radius by a factor of 10% per Gloomshade level (up to a 100% maximum at level 10). For beings dependent on light to see, this decreases the effective range of vision for them by the same percentage. A gloomshade can see as normal in their own Control Light field, but not another gloomshade's Control Light field. For each 20% decrease in light, anyone within the area gains a +1 circumstance bonus on Hide checks. Using this ability is a swift action that costs a shadow pool point. This effect lasts for a number of rounds equal to the ˝ the gloomshade's level + wisdom modifier. While within an area of light reduced in this manner, the gloomshade gains miss chance due to concealment of 5% for every 10% light is reduced by. This concealment even applies to creatures with darkvision but not to creatures with blind sense, blind sight or abilities that pierce through non-magical and magical darkness. At 10th level, this ability can be used to dispel Daylight or similar spells as a level 4 spell with a caster level equal to your gloomshade level. This ability functions as the spell Dispel Magic for all purposes but may only be used to target a spell with the light descriptor. At 15th level, daylight and similar spells have no effect while inside an area with reduced light from Control Light.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A gloomshade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor. This training does not extend to medium or heavy armors, nor to shields. This ability does not apply to spells gained from a different spellcasting class.

Weapon Arts: At 1st level, a gloomshade chooses to specialize in a specific weapon style. Each weapon gains special bonuses when used. Additionally, the gloomshade blends their maneuvers and magic while using the chosen weapon. This ability only triggers when using the chosen weapon, only with maneuvers from gloomshade disciplines and gloomshade spells. After using a maneuver, the gloomshade gains a boost to their magical ability until the end of their next turn. The next spell cast before the end of the gloomshade's next turn gains a +1 insight bonus to save DC's against the spell and +1 damage bonus per die of damage dealt. This ability also works in reverse. On any round when a gloomshade has cast a spell, they gain a bonus on on the next maneuver they use before the end of their next turn. They gain a +1 bonus to any save DC's against the maneuver, a +1 bonus to any combat maneuver made as part of the maneuver and a +1 bonus to damage per die rolled as part of the maneuver. This includes dice rolled for weapon damage but not bonus dice such as using a flaming sword, sneak attack or essence of shade. This ability improves by +1 at 5th, 9th, 13th and 17th.


Art of the Scythe (Ex):
The gloomshade may treat the scythe as a discipline weapon for all gloomshade disciplines. When casting a spell from the gloomshade spell list, they may count as having a free hand. Additionally, when using the Shadow Weaving, Improved Shadow Weaving and Greater Shadow weaving class features, the gloomshade may deal 1x their strength modifier on off-hand attacks rather than only .5 their strength modifier.


The gloomshade may treat the spiked chain as a discipline weapon for all gloomshade disciplines. When casting a spell from the gloomshade spell list, they may count as having a free hand. Additionally, they gain Improved Trip as a bonus feat.


The gloomshade may treat the short sword as a discipline weapon for all gloomshade disciplines. When they attack a flat-footed target, they double the amount of Essence of Shade dice rolled for the first attack made that round. When wielding a short sword in one hand and the other hand is not holding a shield, buckler or weapon, they may instead triple the amount of Essence of Shade dice rolled for the first attack made that round if the target is flat-footed.


The gloomshade may treat the whip as a discipline weapon for all gloomshade disciplines. When the gloomshade uses a whip, its statistics change as follows. Damage increases to 1d6 for small creatures and 1d8 for medium creatures. Its critical multiplier changes to 19-20/x2. Finally, the whip deals lethal damage. When wielding a whip in one hand and the other hand is not holding a shield, buckler or weapon, they may treat the whip as a two-handed weapon for the purposes of getting 1.5x strength damage to attacks, power attack and similar feats and maneuvers. The off-hand may be used to hold rods, scrolls or potions and still gain this bonus.

Additionally, the gloomshade blends their maneuvers and magic while using a scythe. This ability only triggers when using a scythe. After using a maneuver, the gloomshade gains a boost to their magical ability until the end of their next turn. The next spell cast before the end of the gloomshade's next turn gains a +1 insight bonus to save DC's against the spell and +1 damage bonus per die of damage dealt. This ability also works in reverse. On any round when a gloomshade has cast a spell, they gain a bonus on on the next maneuver they use before the end of their next turn. They gain a +1 bonus to any save DC's against the maneuver, a +1 bonus to any combat maneuver made as part of the maneuver and a +1 bonus to damage per die rolled as part of the maneuver. This includes dice rolled for weapon damage but not bonus dice such as using a flaming sword, sneak attack or essence of shade. This ability improves by +1 at 10th and 20th level for a maximum of +3.

Essence of the Shade (Ex): At 3nd level, when the Gloomshade has concealment from a target, they can blend their weapon attacks with shadowstuff. Their attacks deal extra negative energy damage with every attack under these conditions. This extra damage is 1d6 at 2nd level and it increases by 1d6 every four levels thereafter (7th, 11th, 15th, 19th) to a maximum of +5d6. This damage is not multiplied on a critical hit. Creatures healed by negative energy instead take no effect from this ability.

Guild Training: Each Gloomshade is trained in one guild, gaining additional powers and spells known based on that guild. This choice must be made at 1st level, and once made, it cannot be changed.
This guild focuses on necromancy spells, fear effects and life drain. As a member of this guild, you gain the following abilities.
Grave Touch (Sp) As a swift action, you spend one point from your shadow pool to imbue your weapon with the power of the grave. Until the end of your turn, living creatures you attack must make a Will save (DC 10 +1/2 Gloomshade level + Wisdom modifier) or become shaken for a number of rounds equal to ˝ your wisdom modifier (minimum 1). If you hit a creature twice with one use of this ability, it becomes frightened for 1 round if it has fewer hit dice than your gloomshade level. If a creature immune to fear is struck twice with this ability, they are still shaken for one round.

Death's Embrace (ex) At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area. Additionally, whenever you cast a necromancy spell you gain temporary hit points equal to 1d6 x the level of the spell cast. These temporary hit points stack with other temporary hit points gained through this ability but not with temporary hit points gained in any other way.

Bleak Discipline Spells: Members of this guild add the following spells to their spells known list at the indicated levels: 1st—Negative Energy Ray, 2nd—Vampiric Touch, 3rd—Lahm's Finger Darts*, 4th—Enervation, 5th—Orb of Dancing Death, 6th—Finger of Death
*BoVD – Bleak Discipline members do not pay corruption cost for this spell.


Members of the Night Stalker Guild focus on illusion and shadow effects. As a member of this guild, you gain the following abilities.
Binding Darkness (Sp): As a swift action, you spend one point from your shadow pool to weave shadows into your attack. Until the end of your turn, foes you attack must make a Reflex save (DC 10 + ˝ Gloomshade level + Wisdom modifier) or be entangled for a number of rounds equal to ˝ your wisdom modifier (minimum 1). The entangled creature treats your allies as having concealment unless it has darkvision or the ability to see in darkness. If you hit a creature twice with one use of this ability while it is already entangled, it instead treats all creatures as having total concealment unless it has darkvision or the ability to see in darkness but even then it still treats those creatures as having concealment.

Shadow Magic (Su): At 8th level, Night Stalker members become more adept with their shadow-spells. The effects created by shadow conjuration, shadow evocation, greater shadow conjuration, greater shadow evocation and shades increases by 10%. At 16th level, this increases to 20%. That is, these spells are an additional 10% or 20% likely to affect disbelieving creatures and deal 10% or 20% more damage.

Night Stalker Spells: Members of this guild add the following spells to their spells known list at the indicated levels: 1st—Invisibility, Swift, 2nd—Bladeweave, 3rd—Phantasmal Strangler, 4th—Shadow Evocation, 5th—Shadow Evocation, Greater, 6th—Shades



Members of the Gloaming Dance focus on movement, darkness and teleportation effects. As a member of this guild, you gain the following abilities.
Abrupt Jaunt (Sp): As an immediate action, you spend one point from your shadow pool to teleport 10'. You may not bring other creatures along with you. If used in response to an attack, it must be used before any attack roll is made. You cannot activate this ability in response to an attack you aren't aware of. Even if you have a way of using more than one immediate action per turn, this ability may only be used once per turn.

Reflecting Teleport (Su): At 8th level, Gloaming Dance members become more adept with their teleportation spells. Whenever using a teleportation spell from the gloomshade spell list, the gloomshade gains a profane bonus to AC and saves equal to the level of the spell cast for a number of rounds equal to the spell level cast. For example, a gloaming dance member who uses dimension door gets a +3 bonus to armor class and saves for three rounds. These bonuses do not apply to attacks or spells when the gloomshade is flat-footed. These bonuses do not stack and instead overlap. The highest bonus applies. For example, if that same gloaming dance member cast dimension hop the round after dimension door, the profane bonuses would still be +3 for three rounds. For teleportation spells that provide multiple teleports such as teleport jumper, the profane bonus is only gained after the first teleport made. For teleportation spells that teleport an ally, the profane bonus is instead granted to that ally. For teleportation spells that affect enemies, the profane bonus is granted to the gloomshade.

Gloaming Dance Spells: Members of this guild add the following spells to their spells known list at the indicated levels: 1st—Dimension Hop, 2nd—Dimension Step, 3rd—Dimension Jumper, 4th—Freedom of Movement, 5th—Dimension Jumper, Greater, 6th—Mind Blank


Members of the Ebon Thorn are highly religious. They have split into two camps, one group worshiping Inautia the God of the Dead and the other worshiping Eril Darkveil, Goddess of Shadows and former leader of the Order. Gloomshades in the order learn divine spells.

Smite Alignment (Su): The Ebon Thorns learn how to battle against a specific alignment. Those who choose Eril Darkveil as a deity typically choose evil while those who choose Inautia tend toward smite good. This choice must be made at first level and cannot be changed once chosen. As a swift action, you spend one point from your shadow pool to imbue your weapon with positive (Smite Evil) or negative (Smite Good) energy until the end of your turn. Attacks with your weapon count as good (smite evil) or evil (smite good) for the purposes of overcoming damage reduction. Additionally, the first attack made while under this effect deals bonus positive (smite evil) or negative (smite good) damage equal to ˝ your gloomshade level (minimum 1).

Blessing of the Deity (Su): At 8th level, the gloomshade is blessed by his deity. Regardless of which deity blesses him, the effect is the same. He gains access to a fourth level devoted spirit maneuver of his choice. The Order may ignore prerequisites when choosing this maneuver. Having this maneuver readied does not count against their normal readied maneuver count. This maneuver is recovered at the same time as the gloomshade's other maneuvers. This single maneuver may be upgraded at level 16.

Order of the Ebon Thorn Spells (Su): Members of this guild add the following spells to their spells known list at the indicated levels: 1st—Bless, 2nd—Prayer, 3rd—Magic Circle Against Evil, 4th—Lesser Aspect of the Deity, 5th—Meteoric Strike or Blessing of the Darkveil (Eril Darkveil*), 6th—Aspect of the Deity
*See below Spell List
Shadow Talent At second level and every four levels thereafter (6th, 10th, 14th, and 18th) the gloomshade may learn a shadow talent. Shadow talents are secret arcane powers tailored to the gloomshade's way of blending shadow and martial talent. Unless specifically noted in a shadow talent's description, a gloomshade cannot select a particular talent more than once. Talents that affect spells can only be used to modify spells from the gloomshade spell list unless otherwise noted.

Critical Concealment (Su): When under the effect of concealment or total concealment, a gloomshade's ability to score a critical hit increases with the weapon chose for their weapon arts. The threat range of the weapon increases by one. So a weapon with a 19-20 range improves to 18-20, a weapon with a 20 threat range improves to 19-20. This effect stacks with other effect that expands the range of a weapon such as the keen edge spell, the keen weapon ability or the Improved Critical feat. The benefit of this feat is applied before the change in threat caused by the above effects.

Dark Accuracy (Su): The gloomshade may spend a shadow pool point as a swift action to gain their wisdom modifier as an insight bonus on all attack rolls until the end of his turn.

Gloomshade Feat: The gloomshade gains a bonus metamagic feat or shadow feat.

Nightmare Shroud (Su): The gloomshade learns to expend one point of their shadow pool to surround themselves with an ectoplasmic shroud drawn from the mental energy of creatures around you. This ghostly, translucent image usually reflects the fears of surrounding creatures. The shroud lasts for one minute. The horrific appearance of the nightmare shroud grants you a bonus on intimidate checks equal to your class level, a deflection bonus to AC equal to your wisdom modifier and increases the DC of any fear-effect you use by 1.

Penetrating Shades (Sp): The gloomshade learns to expend their shadow pool to pierce through spell resistance. As a swift action, the gloomshade may spend one shadow pool point to gain a bonus to caster checks to overcome spell-resistance equal to their strength bonus.

Shadow Clone (Sp): After making a successful Essence of Shades attack, you can create an illusory double of yourself as a swift action. This double functions as a single mirror image and lasts for a number of rounds equal to your gloomshade level, or until the illusory duplicate is dispelled or destroyed. You can have no more than 4 shadow clones at a time, although see below. This ability may only be triggered once per turn.

If the gloomshade is under the effects of mirror image or greater mirror image, this ability instead adds the new clone to the allotment for that spell instead of the four you can always have (up to the spell's maximum).

Shadow Metamagic (Su): Prerequisite: Gloomshade level 14, one metamagic feat. You learn how to fuse your magic and maneuvers to better access metamagic feats. When you use a maneuver, you may cast apply a metamagic feat you know to the first spell cast on your next turn with a 1 spell slot reduction (Minimum 0). Spells cast in this way must have the Darkness, Cold, Evil, Fear or Teleportation descriptor. For example, a gloomshade with empower spell could cast an empowered shadow evocation spell as a fifth level spell instead of as a sixth level spell. He could not, however, cast an invisible evocation spell as a 3rd level spell instead of a 4th level spell. It is possible, using this talent, for a gloomshade to apply a +1 metamagic feat to a 6th level spell.

Shadow Speed (Su): The gloomshade learns to move swiftly. They gain a ten-foot enhancement bonus to speed for every three gloomshade levels they possess (minimum +10 feet, maximum +60 feet). The gloomshade may spend a shadow pool point as a swift action to double this bonus for one minute. While their speed is doubled from using a shadow pool point, the gloomshade may move use their movement to walk on walls, ceilings and water. The gloomshade must end their movement on a surface they could normally stand upon without the benefit of this ability. If they end their turn along a wall or ceiling, they immediately fall and take fall damage as appropriate. If they end their turn on water, they fall into the water.

Summon Shadows (Sp): A gloomshade can summon one or more incorporeal undead creatures by expending a shadow pool point as a standard action. This ability otherwise functions identical to the summon monster spells. Undead summoned in this way do not gain the create spawn ability. Initially, this ability can be used to summon one shadow. At 6th level, two shadow pool points may be used to instead summon two shadows or one wraith. At 10th level, three shadow pool points may be spent to summon four shadows, two wraiths or one spectre. At 14th level, the cost to use the initial, 6th and 10th level summons reduced by one point (to a minimum of zero). Additionally, the gloomshade may spend three points to summon one greater shadow, two spectres, four wraiths or eight shadows. At 18th level, this ability improves again. The shadow pool cost is reduced by one for all prior iterations (minimum cost zero) and three pool points may be used to summon a dread wraith, two greater shadows, four spectres, eight wraiths or twelve shadows.

It is possible, due to the cost reduction at 14th and 18th level, to use this ability to permanently gain the companionship of one shadow or (at level 18) two shadows or one wraith.

Summon Shadow Demon (Sp): Prerequisite: Summon Shadows talent, Gloomshade 14th level. The gloomshade gains the ability to summon a shadow demon (Book of Vile Darkness) companion. By spending one point in their shadow pool, they can summon a single shadow demon as a standard action. The shadow demon lasts for 1 round per gloomshade level. This ability functions as Summon Monster. At 18th level, this ability improves in duration to 1 hour per gloomshade level.

Versatile Knowledge (Ex): The gloomshade learns how to change his spells known on the fly. He may change one spell known as a standard action by spending a number of shadow pool points equal to the spell level known. Spells changed in this way must come from the gloomshade spell list.

Weakening Shade (Su): Prerequisite: Gloomshade level 10. The gloomshade can expend 1 point from his shadow pool as a free action after hitting a target with his Essence of Shade ability to forgo the bonus damage from this ability and instead deal strength damage. This ability does 1 Strength damage per die of Essence of Shade given up in this manner. This ability can be used any number of times per round.

Wraithstrike (Sp):Prerequisite: Gloomshade level 6. As a swift action, the gloomshade may spend a shadow pool point to resolve all attacks made this round as touch attacks.

Wraith Form (Su): The gloomshade learns how to enter an incorporeal state. As a swift action, the gloomshade may spend one shadow pool point to become incorporeal until the end of their next turn. This ability can be canceled as a free action. While incorporeal, the gloomshade may use maneuvers against corporeal creatures as if their weapon had the ghost touch property.

Cloak of Shadows (Su): Starting at fourth level, the gloomshade adds ˝ their class level to Hide and Move Silently checks.

Shadowsight (Su): Starting at third level, a gloomshade learns to hone the shadows in their blood to part darkness before them. They gain darkvision out to 30'. If they already have darkvision, they extend it by 30'. Shadowsight improves to 60' (or 90' if they already had darkvision) at sixth level and allows the gloomshade to see through all magical and nonmagical darkness at 11th level.

Shadow Weaving (Ex): At fifth level, the gloomshade learns to wrap shadows around their weapon or weapons. When holding a weapon from a gloomshade discipline, they gain two-weapon fighting as a bonus feat. They may treat any two-handed discipline weapon as a double weapon for the purposes of this ability.

Body of Darkness (Su): The gloomshade gains several defensive abilities at the indicated levels. These abilities only apply while the gloomshade has concealment. At 5th level the gloomshade becomes immune to negative energy damage, gains cold resistance 10 and gains +4 to saves versus energy drain, negative levels, ability damage and ability drain. At 12th level, this ability improves to cold resistance 15 and immunity to poison and disease. At 20th level, he reaches the pinnacle of his dark evolution. His type changes to Outsider (Native) even when not in concealment. Additionally, while under concealment, he becomes immune to cold damage, extreme cold, fear effects, poison, disease, paralysis, energy drain, negative energy damage, negative levels, ability damage, ability drain and critical hits but not precision damage. He also gains fast healing 5, DR 5/- and may add his Wisdom modifier as an insight bonus to all saving throws and damage rolls.

Hide in Plain Sight (Ex): At 13th level, the gloomshade may use the Hide skill even while being observed. This ability does not work in natural sunlight or the area of a daylight spell.

Improved Shadow Weaving (Ex): At 9th level, the gloomshade's weaving style improves. When using a weapon from a gloomshade discipline, they gain improved two weapon fighting as a bonus feat. They may treat any two-handed discipline weapon as a double weapon for the purpose of this ability.

Dark Recovery (Su): At 10th level, the gloomshade learns how to utilize arcane magic and maneuvers better. They may sacrifice a spell slot as an immediate action after making a successful attack to recover one maneuver. The spell sacrificed must be equal to the level of the maneuver recovered. For example, the gloomshade could sacrifice a fifth level spell to recover Shadow Stride, a shadow hand maneuver of 5th level.

Shadow Pounce (Ex): At twelfth level, you learn how to attack swiftly from the shadows by using their shadow pool. Any time you use a maneuver or spell that teleports you on your turn, you may execute a full attack or standard action maneuver upon completion of the teleport. Using this ability takes a swift action, costs one shadow point and may only be used once per turn.

Greater Shadow Weaving (Ex): At 15th leave, your weaving style reaches its peak. When using a weapon from a gloomshade discipline, they gain greater two weapon fighting as a bonus feat. They may treat any two-handed discipline weapon as a double weapon for the purpose of this ability.

Quickened Strike (Su): At sixteenth level, when you successfully attack an enemy after teleporting with a maneuver, an arcane spell of 5th level or lower that you cast before the end of your next turn is quickened (as the Quicken Spell metamagic feat). You do not need the Quicken Spell feat to use this ability. This ability may be used once per encounter.

Critical Essence of Shades (Su): At 20th level, the gloomshade improves his Essence of Shades ability. He gains the ability to multiply his essence of shades damage on a critical hit and any roll of 20 on the attack roll is automatically confirmed as a critical hit. His essence of shades damage hurts even creatures typically immune or healed by negative energy. Finally, when the gloomshade scores a critical hit on a successful essence of shade attack they may instead forgo damage and instead immediately cast a shadow conjuration, shadow evocation, greater shadow conjuration, greater shadow evocation or shades spell with a bonus to damage per die, a bonus to defensive casting, a bonus to pierce spell resistance and a bonus to the DC equal to the critical multiplier of the weapon used to score the critical hit. Finally, if a spell is cast in this manner, the gloomshade may treat the shadow spell as if it were heightened by the Heighten Spell metamagic feat a number of spell levels equal to the critical multiplier. Using this ability does not require the heighten metamagic feat but does use up two spell slots of the spell level cast.

DawnRaven
2013-11-26, 08:56 AM
Spells by Source (http://www.giantitp.com/forums/showpost.php?p=16507754&postcount=12)

Gloomshade Spell List
Gloomshades gain access to the following spells. While many of these spells are found in the Player s Handbook, those marked with an asterisk come from another source. [Note: Add list of spells from which source so they can easily parsed/removed by book]

0—level Gloomshade Spells--Acid Splash, Arcane Mark, Detect Magic, Inflict Light Wounds, Light, Mage Hand, Mending Prestidigitation, Ray of Frost, Read Magic, Resistance

1st—Level Gloomshade Spells--Alarm, Benign Transposition*, Cause Fear, Chill Touch, Combat Readiness*, Darkness, Death's Call, Dimension Hop*, Disguise Self, Distracting Shadows*, Expeditious Retreat, Grease, Inflict Light Wounds, Jump, Knock, Mage Armor, Negative Energy Ray*, Nerveskitter*, Net of Shadows*, Orb of Cold, Lesser*, Obscuring Mist, Protection from Chaos/Evil/Good/Law, Ray of Enfeeblement, Resinous Tar*, Shadow Shroud*, Shield, Silent Image, Sleep, Snuff the Light*, Stand*, Summon Undead I, True Strike, Veil of Shadows*, Wall of Smoke*,

2nd—Level Gloomshade Spells--Alter Self , Arcane Turmoil*, Aura of Cold, Lesser*, Baleful Transposition* , Bear s Endurance , Blinding Color Surge*, Blindness/Deafness , Blur , Bull s Strength , Cat s Grace , Cloud of Bewilderment* , Control Darkness and Shadow* , Curse of Impending Blades* , Dark Way* , Darkbolt*, Darkvision, Detect Thoughts , Dimension Hop* , Eagle s Splendor , False Life , Fog Cloud ,Fox s Cunning ,Frost Breath*, Frostburn, Lesser*, Ghoul Touch , Glitterdust , Gust of Wind , Heroics*, Hound of Doom*, Hunter s Eye*, Inflict Moderate Wounds, Invisibility, Knight s Move*, Levitate , Minor Image , Mirror Image , Misdirection , Negative Energy Burst* , Obscure Object , Owl s Wisdom , Phantom Foe*, Phantasmal Assailants*, Protection from Negative Energy*, Ray of Ice*, Resist Energy, Scare , See Invisibility , Shadow Binding* , Shadow Double* , Shadow Mask* , Shadow Spray* , Shadow Tentacle, Lesser* , Spectral Weapon* , Spider Climb, Snowball Swarm*, Stolen Breath* , Summon Undead II , Summon Swarm , Swift Fly* , Touch of Idiocy , Wall of Gloom* , Web, Whispering Wind

3rd—Level Gloomshade Spells--Anticipate Teleportation*, Arcane Sight, Blacklight, Bleakness*,Blink, Caustic Smoke*, Corona of Cold*, Curse of the Putrid Husk*, Deep Slumber, Dimension Door, Dimension Jumper*, Dirge of Discord*, Dispel Magic, Displacement, Fly, Gaseous Form, Haste, Heroism, Hood of the Cobra*, Illusory Script, Inflict Serious Wounds, Invisibility Sphere, Keen Edge, Legion of Sentinels*, Mage Armor, Greater*, Magic Circle Against Chaos/Evil/Good/Law, Magic Weapon, Greater, Major Image, Negative Energy Aura*, Negative Energy Wave*, Nightmare Terrain*, Nondetection, Orb of Cold*, Pall of Twilight*, Permeable Form*, Phantasmal Strangler*, Phantom Steed, Protection from Energy, Ray of Exhaustion, Scattergloom*, Secret Page, Shadow Cache*, Shadow Binding*, Shadow Conjuration, Shadow Hand*, Shadow Tentacle, Greater*, Shrink Item, Sleet Storm, Slow, Summon Undead III, Telepathic Bond, Lesser, Vampiric Touch, Wind Wall

4th—Level Gloomshade Spells--Arcane Eye, Armor of Darkness*, Assay Spell Resistance*, Aura of Cold, Greater*, Baleful Blink*, Black Tentacles, Burning Blood*, Creeping Darkness*, Crushing Despair, Crushing Grip*, Death Ward, Detect Scrying, Dimensional Anchor, Dispelling Screen*, Displacer Form*, Dread Blast*, Enervation, Fear, Frostburn*, Globe of Invulnerability, Lesser, Hallucinatory Terrain, Ice Storm, Illusory Wall, Inflict Critical Wounds, Inflict Light Wounds, Mass, Invisibility, Greater, Mirror Image, Greater*, Phantasmal Killer, Resilient Sphere, Resistance, Greater*, Scramble Portal*, Shadow Arrow*, Shadow Conjuration, Shadow Evocation, Shadow Form*, Shadow Well*, Solid Fog, Stone Shape, Stoneskin, Summon Undead IV, Teleport, Wall of Ice

5th—Level Gloomshade Spells--, Break Enchantment, Boreal Wind*, Channeled Lifetheft*, Cone of Cold, Dimension Door, Greater*, Dimension Jumper, Greater*, Dimension Shuffle*, Dismissal, Dream, Energy Ebb*, Etherealness, Swift*, False Vision, Feeblemind, Flesh to Ice*, Frostbite*, Inflict Moderate Wounds, Mass, Life's Grace, Lightning Leap*, Magic Jar, Mindfog, Mirage Arcana, Night's Caress*, Nightmare, Orb of Dancing Death*, Overland Flight, Passwall, Persistent Image, Phantasmal Thief*, Planar binding, Lesser, Prying Eyes, Secret Chest, Seeming, Sending, Shadow Canopy*, Shadow Conjuration, Greater, Shadow Evocation, Greater Shadow Guardians*, Spectral Touch*, Spell Theft*, Spiritwall*, Summon Undead V, Symbol of Pain, Telekinesis, Telepathic Bond, Touch of Vecna*, Wall of Force, Waves of Fatigue, Wrack*

6th—Level Gloomshade Spells— Anticipate Teleportation, Greater*, Antimagic Shield, Aura of Terror*, Choking Cobwebs*, Circle of death, Cold Snap*, Contingency, Dispel Magic, Greater, Eyebite, Fleshshiver*, Freezing Fog*, Freezing Sphere, Frostburn, Mass*, Globe of Invulnerability, Heroism, Greater, Howling Chain*, Incorporeal Nova*, Inflict Serious Wounds, Mass, Legend Lore, Mislead, Permanent Image, Planar Binding, Probe Thoughts, Programmed Image, Ravenous Darkness*, Repulsion, Resistance, Superior*, Retributive Enervation*, Shades, Shadow Walk, Spectral Touch*, Sword of Darkness*, Symbol of Fear, Tactical Teleportation*, Teleport, Greater, Transformation, True Seeing, Veil, Wall of Iron, Wail of Doom*




Feats

Dark Blessing [Shadow]
Prerequisite: Strength 13, BAB +1
Benefit: When you have concealment, you may reduce the miss chance from concealment by 5% to add +1 damage to your damage rolls. This effect lasts for as long as you have concealment and are reducing it appropriately. If using this ability with a Shadow Hand, Dancing Leaf, or Dread Crown discipline weapon, the bonus to damage increases to +2. You may reduce your concealment by 5% for every point of BAB you have. For example, a 10th level gloomshade could reduce his concealment by 40% to gain +8 bonus to damage rolls on his turn, +16 if using an appropriate weapon. This feat counts as Power Attack for all pre-requisites including Leap Attack, Battle Jump and other feats that affect power attack damage.

Dark Casting [Shadow]
Prerequisite: Shadow Pool class feature, Spell Focus (Any)
Benefit: The gloomshade learns to improve their defensive casting ability. By spending one point from the shadow pool, instead of gaining a bonus to defensive casting, they may ignore attacks of opportunity when casting a spell with the Cold, Darkness, Evil, Fear, Shadow, or Teleportation descriptors.

Extra Shadow Pool
Prerequisite: Shadow Pool class feature
Benefit: Your shadow pool increases by 2.
Special: You can gain this feat multiple times. Its effects stack, granting you an increase in your shadow pool each time you take this feat.

Extra Shadow Talent
Prerequisite: Shadow Talent class feature
Benefit: You gain one additional shadow talent. You must meet all prerequisites for this shadow talent.
Special: You can gain this feat multiple times. Its effect stack, granting a new talent each time you gain this feat.

Improved Weakening [Shadow]
Prerequisite: Weakening Strike Talent
Benefit: This ability now deals damage to creatures immune to ability drain, ability damage, and negative energy. If used on a creature without a strength score, it instead does dexterity damage. If used on a creature without a strength or dexterity score, it instead deals wisdom damage.

Improved Shadows [Shadow]
Prerequisite: Summon Shadows Talent, Spell Focus (Necromancy or Conjuration)
Benefit: The Summon Shadows talent gains improved powers. Incorporeal summoned from this ability gain +4 Dexterity, Constitution and Turn Resistance. This turn resistance stacks with any turn resistance they already possessed. These bonuses also apply to the Summon Shadow Demon power and incorporeal undead summoned with Summon Undead spells.

Rune Scythe [Shadow]
Prerequisite: Art of the Scythe class feature
Benefit: By inscribing magic runes along the shaft of your scythe, you learn to utilize your weapon as a staff magic item. When you gain access to this feat, you choose one spell of each spell level known via your gloomshade class levels to imbue into the scythe. When fully charged, your scythe has a number of charges equal to 1+ ˝ your gloomshade levels (maximum 10) and can be recharged as normal for a magic staff. Casting a spell from the scythe costs 1 charge for 1st - 2nd level spells, 2 charges for 3rd - 4th level spells and 3 charges for 5th-6th level spells. For example, a 5th level gloomshade could imbue nerveskitter (1st) and fog cloud (2nd). They would have three charges on the scythe, allowing them to cast nerveskitter three times or fog cloud once and nerveskitter once. If the gloomshade no longer knows a spell (by replacing it with another spell) that is imbued in the scythe, they must change the spell that is imbued.

Rune Scythe Shadow Weaving [Shadow]
Prerequisite: Rune Scythe, Weapon Arts +3, Improved Shadow Weaving
Benefit: The gloomshade may forgo the bonus attacks from the Shadow Weaving class feature (including Improved and Greater shadow weaving) in order to make initiate a maneuver and cast a spell stored in their rune scythe as a full round action. Casting a spell in this manner provokes opportunity attacks. The spell may be used before or after the maneuver. This ability is a special full-round action and can not be used on the same round Shadow Pounce or Shadow Pounce Casting is used.


Shadow Weaving Maneuver [Shadow]
Prerequisite: Shadow Weaving class feature
Benefit: When using a maneuver from the gloomshade's maneuver's known, you may make the extra attacks granted by this class feature as well. These extra attacks may be made before or after the maneuver has resolved or in any combination of before and after resolution if Improved and Greater Shadow Weaving is possessed.

Shadow Pounce Casting [Shadow]
Prerequisite: Shadow Pounce class feature, ability to cast arcane spells
Benefit: When using the Shadow Pounce class feature, instead of making a full attack or casting a teleport spell, you may instead choose to cast an arcane spell with the Cold, Darkness or Shadow descriptors. In order to cast this spell, you must expend two spell slots of the same level as the spell being cast. For example, a Gloomshade using this feat could cast Shadow Evocation after teleporting by expending two 4th level spells. Only one spell may be cast in this manner per encounter.





Special: This spell is intended only for players in Gaiyamato's Little World games.
Blessing of the Darkveil
Necromancy [Evil]
Level: Ebon Thorn 5, Cleric 6
Components: V, S, AF, XP
Casting Time: Standard action
Range: Personal
Target: Caster
Duration: 1 minute/level

The caster calls upon the direct blessing of their Goddess. As part of this spell, they must specifically request aid from Eril Darkveil, Goddess of Trade, Shadows and Night. The Goddess may choose not to grant the effects of this spell. The caster's form becomes blurry and indistinct like that of a shadow or wraith. Their melee attacks gain the ghost touch property, deal 1 strength and an additional 1d6 cold damage per three caster levels (maximum 6d6) for the duration of the spell. Additionally, if the caster has a shadow pool, they gain the benefit of the Wraithstrike shadow talent if they do not already have it for the duration of the spell. Cold damage from this spell ignores immunity and resistance.

Source anonyms
DoU – Drow of the Underdark
CM – Complete Mage
CA—Complete Arcane
SpC—Spell Compendium
MoE—Magic of Eberron
MoF—Magico f Fearun
T&B—Tome and Blood
PHBII—PLayer's Handbook II
MH—Miniature's Handbook
Frost—Frostburn
CoR—Champions of Ruin
CW—Complete Warrior
LoD—Lords of Darkness
Cadv—Complete Adventurer
BoVD—Book of vile darkness
DoF—Dragons of Faerun
FRCS—Forgotten Realms Campaign Setting
RoD—Races of destiny
CS—Complete Scoundrel
DrC—Draconomicon
CC—Complete Champion

1st—Benign Transposition (SpC), Combat Readiness(DoU), Death's Call (CM), Dimension Hop (PHBII), Distracting Shadows (MoE), Negative Energy Ray (T&B), Orb of Cold, Lesser (SpC), Nerveskitter (SpC), Net of Shadows (MoF), Resinous Tar (CM), Shadow Shroud (DoU), Snuff the Light (DoU), Stand (PHBII), Veil of Shadow (MH), Wall of Smoke (SpC)

2nd—Arcane Turmoil (CM), Aura of Cold, Lesser (Frost), Baleful Transposition (SpC), Blinding Color Surge (PHBII), Cloud of Bewilderment (MoF), Control Darkness and Shadow (CoR), Curse of Impending Blades (MH), Dark Way (MoF), Darkbolt (SpC), Dimension Step (PHBII), Frost Breath (SpC), Frostburn, Lesser (Frost), Heroics (SpC), Hound of Doom (CW), Hunter's Eye (PHBII), Knight's Move (SpC), Negative Energy Burst (T&B), Phantom Foe (SpC), Phantasmal Assailants (SpC), Protection from Negative Energy (SpC), Ray of Ice (SpC), Shadow Binding (CA), Shadow Double (DoU), Shadow Mask (SpC), Shadow Spray (SpC), Shadow Tentacle, Lesser (LoD), Spectral Weapon (Cadv), Snowball Swarm (SpC), Stolen Breath (SpC), Fly, Swift (SpC), Wall of Gloom (SpC)

3rd—anticipate teleportation(SpC), Blacklight (SpC), Caustic Smoke (CM), Corona of Cold (SpC), Curse of rhe Putrid Husk (BoVD), Dimension Jumper (CM), Dirge of Discord (Cadv), Hood of the Cobra (CM), Legion of Sentinel (PHBII), Mage Armor, Greater (Spc), Negative Energy aura (SpC), Negative Energy Wave (T&B), Nightmare Terrain (CM), Orb of Cold (SpC), Pall of Twilight (CM), Permeable Form (LoD), Phantasmal Strangler (CM), Scattergloom (DoF), Shadow Cache (SpC), Shadow Binding (SpC), Shadow Tentacle, greater (LoD)

4th—Armor of Darkness (FRCS), Assay Spell Resistance (CA), Bleakness (PHBII), Shadow Hand (SpC), Aura of Cold, Greater (Frost), Baleful Blink (PHBII), Burning Blood (SpC), Celerity (PHBII), Creeping Darkness (CA), Dispelling Screen (SpC), Displacer Form (SpC), Dread Blast (LoD), Frostburn (Frost), Mirror Image, Greater (PHBII), Resistance, Greater (SpC), Scramble Portal (SpC), Shadow Arrow (CoR), Shadow Form (SpC), Shadow Well (SpC), Wrack (SpC)

5th—Boreal Wind (Frost), Chaneled Lifetheft (CM), Dimension Door, Greater (SpC), Dimension Jumper (Greater), (CM), Dimension Shuffle (PHBII), Energy Ebb (SpC), Etherelalness, Swift (PHBII), Flesh to Ice (frost), Frostbite (Frost), Night's Caress (SpC), Orb of Dancing death (MoE), Phantasmal Thief (SpC), Shadow Canopy (LoD), Shadow Guardians (RoD), Spell Theft (CS), Spiritwall (SpC), Touch of Vecna (CM),

6th—Anticipate teleportation, Greater (SpC), Aura of Terror (DrC), Choking Cobwebs (CM), Cold Snap (SpC), Fleshshiver (SpC), freezing fog (SpC), Frostburn, Mass (SpC), Howling Chain (SpC), Incorporeal Nova (SpC), Ravenous Darkness (CC), Resistance, Superior (SpC), Retributive Enervation (CM), Spectral Touch (SpC), Sword of Darkness (CA), Tactical Teleportation (CM), Wail of Doom (SpC)


1st—Darkness, dimension hop
2nd-- Aura of cold, lesser, dimension step, Knight's Move, negative energy burst, protection from negative energy, Shadow binding, shadow tentacle, lesser, Spectral weapon,
3rd—Dimension door, dimension jumper, negative energy aura, negative energy wave, orb of cold, shadow tentacle, greater
4—Shadow Hand, shadow evocation, teleport, greater aura of cold, Shadow form
5th—Greater dimension door, Greater dimension jumper, greater shadow conjuration, greater shadow evocation, Energy Ebb, Shadow canopy,
6th—Greater Teleport, Shades, Choking cobwebs, Ravenous darkness, retributive enervation, Sword of Darkness

Book of Vile Darkness: Curse of the Putrid Husk
Complete Mage: Arcane turmoil, Caustic Smoke, Channeled Lifetheft, Choking Cobwebs, Death's Call, Dimension Jumper (Greater), Hood of the Cobra, Nightmare Terrain, Pall of Twilight, Phantasmal Strangler, Resinous Tar, Retributive Enervation, Tactical Teleportation, Touch of Vecna
Complete arcane: Assay resistance, Creeping Darkness, Shadow Binding,
Complete Champion: Ravenous Darkness
Complete Adventurer: Dirge of discord, Spectral Weapon, Sword of Darkness
Complete Scoundrel: Spell Theft
Complete Warrior: Hound of Doom
Champions of Ruin: control darkness and shadow, Shadow Arrow,
Drow of the Underdark: Combat Readiness, Shadow Double,Shadow Shroud, Snuff the Light,
Draconomicon: Aura of Terror
Dragons of Faerun: Scattergloom
Forgotton Realms Campaign Setting: Armor of Darkness
Frostburn: aura of cold (lesser), Boreal Wind, Flesh to Ice, Frostbite, Frostburn (lesser, Mass),
Lords of Darkness: Dread Blast, Permeable Form, Shadow Canopy, Shadow Tentacle (lesser, greater),
Magic of Eberron: Distracting Shadows, Orb of Dancing Death
Magic of Faerun: Cloud of Bewilderment, Dark Way, Net of Shadows
Miniature's Handbook: curse of impending blades, Veil of Shadows
Player's Handbook II: Baeful Blink, Bleakness, Blinding Color Surge, Celerity, Dimension Hop, Stand, Dimension Shuffle, Dimension Step, Etherealness (Swift), Hunter's Eye, Legion of Sentinals, Mirror Image (Greater),
Races of Destiny: Shadow Guardians
Spell Compendium: Anticipate teleportation (greater), Blacklight, Benign Transposition, Burning Blood, Cold Snap, Corona of Cold, Darkbolt, Dimension Door (Greater), Dispelling Screen, Displacer Form, Energy Ebb, Fleshshiver, Freezing Fog, Frost breath, Heroics, Howling Chain, Incorporeal Nova, Knights Move, Mage Armor (greater), Negative Energy Aura, Nerveskitter, Night's Caress, Orb of cold, lesser, orb of cold, Phantom Foe, Phantasmal assailants, Phantasmal Thief, Protection from negative energy, Ray of Ice, Resistance (Greater, Superior), Scramble Portal Shadow Binding, Shadow Cache, Shadow Form, Shadow Hand, Shadow Mask, Shadow Spray, Shadow Well, Spectral Touch, Spiritwall, Snowball Storm, Stolen Breath, Swift Fly, Wail of Doom, Wall of Gloom, wall of smoke, Wrack,
Tome and Blood: Negative energy ray, Negative Energy Burst, Negative Energy Wave





I'd like to give credit to some of the sources for this idea.
The Shadow pool is based both off of anacalgion's Shadowlord class and Pathfinder's magus arcane pool.

The Shadow Talents are based off of the magus's Arcana.
Quickened Strike, Shadow Pounce and Hide in Plain Sight come from various equally named features in WoTC publications.

The names of the guilds are taken from Fourth Edition's assassin's guilds.


11/26: Addition of several Cold and Fear spells, new feats, new talents, added Martial Lore to skill list.
11/27: Reduced HD to d6, added Armored Mage, changed numerous class features, weakened Essence of shade, added spell by source

JoshuaZ
2013-11-26, 05:34 PM
Additionally, gloomshade's who create magic items with a cost based on the level of a spell may not sell those items at a lower cost that they would be if created by a wizard or sorcerer. The gloomshade guilds hunt down and eliminate all individuals who attempt this. This prevents classes from purchasing spells the gloomshade gets early for a reduced price via scrolls or potions.

This seems like a bad solution. It means that with a gloomshade in the party one still gets the standard bonuses from such and adds into the world-building a forced aspect that's clearly for mechanical goals. Honestly, if I were to play a gloomshade, one of the first things I'd want to do is to take over and deal with this. Two other options: 1) Simply make the construction cost for items use the sorcerer/wizard level 2) Strongly suggest that in any setting, high level gloomshades are rare enough that finding their scrolls or potions are unlikely.

Averis Vol
2013-11-26, 07:22 PM
Hey, just stopped by to give a cursory peach as I'm about to leave for a party, but first thing I see is

1) your links for maneuvers are broken
2) maneuvers and spells is RIDICULOUSLY powerful, I'd check that were I you.


well, thats incomplete for now, but those two things are what jumps out, I'll get a full review soon.

Averis Vol
2013-11-27, 12:30 AM
Any specific reason why simply possessing two things is too powerful? There are PrC's that offer similar with 9th level casting (i.e. Jade Phoenix Mage) or ways of picking up Cleric/Wizard 9th level casting. This class is limited to one of the weakest manuever schools (shadow hand) and has only a level 6 spell list (with a handful of exceptions). Thanks for the advice!

Well, first off, possessing two different types things is that it greatly increases your options. Shadow hand is actually quite a strong school when you are using it for teleportation and the mass of ability damage maneuvers, along with the fact that assassins stance opens up craven (but thats neither here nor there). Actually, I should say that shadow hand is good for utility, rather than raw power.

while your class is rather focused in its spells and maneuvers, you have quite a lot of options to help with basically any situation. lets look at bards for example; with just spells alone they have more ways to contribute to a given situation than any martial adept, and can outperform the factotum and beguiler. This is because regardless of the situation; spells are spells, and they are strong.

I hope that made sense, it was kind of all over the place. To sort of collect my thoughts; Ninth level maneuvers from any school are exceptionally strong, and when you pair that with even a sixth level spell list, the synergy is pretty damn good. I kinda misspoke as I didn't actually read the spell list at first, but even so, the synergy of spells and maneuvers is quite potent.

JoshuaZ
2013-11-27, 01:16 AM
While they do get a lot of nice spells, the limit to sixth level is going to have some impact.

My guess is that this would be T3 as it currently stands.

Jaquenetta25
2013-11-27, 04:41 AM
I enjoyed reading this post. I congratulate you for the terrific job you've made. Great stuff, just simply amazing!

Fako
2013-11-27, 05:25 AM
Disclaimer: Please, do not take anything below as an attack against you or your idea. I love the flavor, and I have a player who would go head over heels if I told him he could play this class. I am posting this because I'd love to see this class reach its full potential, and I'll still be keeping an eye on this thread even if you ignore the rest of this post :smallwink:

That said, the rest of the post will be spoilered due to length.

I'll be honest, this class looks like it was tailor-made to allow a specific character to be built without resorting to optimization tricks. This currently stands as a Tier 3, but remember that tier denotes flexibility, not necessarily raw power. As raw power goes, the current version of the class goes overboard on quite a few respects. I'm going to go through the class piece-by-piece, to prevent my thoughts from becoming erratic.


-flavor-This sounds like a specialized version of the beguiler, and I honestly love it. Evokes a powerful image, and explains to the player how the class is meant to play. Bravo.


Hit Die D8
Starting Gold: 4d6 x 10 Gp (Average 140 gp). In addition, each character begins play with aoutfit worth 10 gp or less.
Class Skills

Skill Points at First Level: (4 + Intelligence Modifier) x 4
Skill Points Per Level After First: 4 + Intelligence ModifierFirst, I don't see why the character needs to be provided a free outfit. Doesn't fit with any published class, and can easily be hand waved by the DM if they forget to purchase it.

Second, your chassis is absurdly strong. Compared to the swordsage, you are trading 2 skill points per level, 16 maneuvers known, 6 maneuvers readied and 2 stances for a truckload of class abilities and 6th level spellcasting, not to mention some spells are available at lower levels than the norm. I'd either drop Reflex to bad progression or drop the hit die to a d6, as this is a bit too much, even before considering the power of the class abilities.


Weapon and Armor Proficiency Gloomshades are proficient with all simple weapons, kama, kukri, sai, sap, short sword, scimitar, rapier, scythe, spiked chain, longbow, composite longbow, shortbow, composite shortbow and whip. They are also proficient in light armor and bucklers. He can cast gloomshade spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a gloomshade wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multi-class Gloomshade still incurs the normal arcane spell failure chance for arcane spells received from other classes. This is rather lengthy, and the armor restrictions could be missed by a player or DM quickly browsing through the class. For ease of reading, I'd steal a page from the Duskblade and just give them armored mage, spoilered below:Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A gloomshade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor. This training does not extend to medium or heavy armors, nor to shields. This ability does not apply to spells gained from a different spellcasting class.Also, the list of weapons they get is quite nice and versatile, but rendered nigh useless thanks to a later class feature.


Spells

A gloomshade casts arcane spells drawn from the gloomshade spell list presented below. A gloomshade can cast any spell he knows without preparing it ahead of time, the way a wizard or cleric must. They are born with a close connection to the Plane of Shadows, the Negative Plane or other equally dark areas.

To learn or cast a spell, a gloomshade must have a Wisdom score equal to 10 + the spell level (Wis 10 for 0 level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a gloomshade's spell is 10 + the spell level + the gloomshade's wisdom modifier.

Like other spellcasters, a gloomshade can only cast a certain number of spells of each spell level per day. His base daily allotment is given on Table 1—2: The Gloomshade. In addition, he receives bonus spells per day if he has a high Wisdom score.

A gloomshade's selection of spells is extremely limited. A gloomshade begins play knowing two 1st—level spells of your choice. At each new gloomshade level, he gains one or more new spells as indicated on table 1—1: Gloomshade Spells Known. Like sorcerer's, gloomshade's do not gain bonus spells known for having a high Wisdom modifier.

Upon reaching 2nd level and at every even-numbered gloomshade level after that, a gloomshade can choose to learn a new spell in place of one he already knows. In effect, the gloomshade “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged.

Like a sorcerer, a gloomshade need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Special: The spells of a gloomshade are strange and difficult for non-gloomshades to grasp. As a result, any class, spell, item, or ability that allows someone to add or cast spells from another class list may not use gloomshade spells for this manner. This prevents prestige classes, classes and other abilities from taking advantage of the gloomshade's early spells. Additionally, gloomshade's who create magic items with a cost based on the level of a spell must treat the spell as a Sorcerer/Wizard or Cleric spell for cost and materials. Copied and modified from the SRD by the looks of it, and mostly works flawlessly. However, the two sentences I highlighted aren't needed in this ability. The first is purely flavor, and should be in the flavor text of the class. The second is already covered by the sentence before it, and should be included as a design note, if at all.


Cantrips A gloomshade can cast any cantrip, or 0-level spells, each day. They know all 0-level spells on the gloomshade spell list. Essentially, his spells known for cantrips is his 0-level spell list. First, this isn't listed on the table. I would highly recommend adding it to avoid confusion. Second, how many cantrips can you use per day?

Also, pick the formatting you're going to use for abilities. This isn't a huge deal, but you bounce between SRD format and the standard format used on these forums. More professional look typically means more peaches :smallbiggrin:


Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you are Dancing Leaf, Dread Crown, and Shadow Hand. Once you know a maneuver, you must ready it before you cause it. (see Maneuvers Readied, below). A maneuver usable by Gloomshades is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional maneuvers at higher levels as shown on table 1—3. You must meet a maneuver's prerequisite to learn it. Upon reaching 4th level and at every even numbered Gloomshade level after that (6th, 8th, 10th and so on), you can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level.Again, looks solid, but Dancing Leaf clashes with the rest of the class for one simple reason: You can't use any of its maneuvers when wearing armor that has a max dex bonus. I'd recommend swapping it out for another dodge-based discipline, as removing that restriction looks like it might add too much oomph to the discipline.


Maneuvers Readied: You can ready both maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by meditating in darkness for five minutes. The maneuvers you choose remain readied until you decide to mediate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers un-expended regardless of how many times you might have already used them since you chose them.

When you initiate a maneuver, you expend it for the current encounter. So each readied maneuver can be used once per encounter until you recover them. You can recover all expended maneuvers with a single standard action. You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.While it could be assumed that you need darkness to change maneuvers, I've sadly known players who would argue that the change could be made anywhere due to the restriction not being listed again. I'd suggest changing "minutes in meditation" to "minutes meditating in darkness". Also, what would qualify as darkness for this ability? Is it shadowy illumination? Is it an absolute lack of light?


Stances Known:
No issues here.


Shadow Pool (Su): At 1st level, the Gloomshade gains a reservoir of mystical arcane energy that he can draw upon to fuel special powers. This shadow pool has a number of points equal to ˝ his Gloomshade level (minimum 1) + his wisdom modifier. The pool refreshes once per day when the Gloomshade recovers spells.

Control Light (Su): At 1st level, the Gloomshade can decrease the levels of light within a 100' radius by a factor of 10% per Gloomshade level (up to a 100% maximum at level 10). For beings dependent on light to see, this decreases the effective range of vision for them by the same percentage. For each 20% decrease in light, anyone within the area gains a +1 circumstance bonus on Hide checks. Using this ability is a swift action that costs a shadow pool point. This effect lasts for a number of rounds equal to the Gloomshade's level + ˝ their wisdom modifier. While within an area of light reduced in this manner, the Gloomshade gains concealment of 5% for every 10% light is reduced by. This concealment even applies to creatures with darkvision but not to creatures with blind sense, blind sight or abilities that pierce through non-magical and magical darkness. At 5th level, this ability can reduce light even with magical sources. At 10th level, this ability can be used to dispel Daylight or similar spells as a level 4 spell with a caster level equal to your Gloomshade level. This ability functions as the spell Dispel Magic for all purposes but may only be used to target a spell with the light descriptor. At 15th level, daylight and similar spells have no effect while inside an area with reduced light from Control Light. I would personally add in that the first power a Gloomshade learns for their Shadow Pool is Control Light, but that's just me being picky again. However, this is a rather powerful first level ability. It increases sight penalties for trying to spot creatures, gives you a bonus to hide, AND it also gives you concealment? Not bad, as long as your party doesn't mind not being able to aim properly. I'm honestly not sure how to fix this without destroying the flavor - it's cool, but it's a problematic ability.


Scythe Discipline +1: Many Gloomshade's primary weapon is the scythe. At first level, they may count the scythe as a discipline weapon for all Gloomshade disciplines. This means that the scythe may count as, for example, a shadow hand weapon for the purposes of a swordsage's discipline focus or the shadow blade feat.

Additionally, the gloomshade blends their maneuvers and magic while using a scythe. This ability only triggers when using a scythe. After using a maneuver, the gloomshade gains a boost to their magical ability until the end of their next turn. The next spell cast before the end of the gloomshade's next turn gains a +1 insight bonus to save DC's against the spell and +1 damage bonus per die of damage dealt. This ability also works in reverse. On any round when a gloomshade has cast a spell, they gain a bonus on on the next maneuver they use before the end of their next turn. They gain a +1 bonus to any save DC's against the maneuver, a +1 bonus to any combat maneuver made as part of the maneuver and a +1 bonus to damage per die rolled as part of the maneuver. This includes dice rolled for weapon damage but not bonus dice such as sneak attack or essence of shade. This ability improves by +1 at 10th and 20th level for a maximum of +3.
If you had kept this as a prestige class, this would be fine. As a base class, this ability (and the later scythe abilities) punish gloomshades that want to use any other weapon in their arsenal, which counts as bad design for a base class. This either needs to be an alternate class feature, or the weapon options need to be expanded. Personally, I'd allow them to pick one weapon on the Gloomshade proficiency list when this ability is gained, and allow them to take a feat to be able to choose additional weapons equal to their Wisdom modifier.


Essence of the Shade (Ex): At first level, when the Gloomshade has concealment from a target, they can blend their weapon attacks with shadowstuff. Their attacks deal extra negative energy damage with every attack under these conditions. This extra damage is 1d4 at 1st level and it increases by 1d4 every odd level thereafter (3rd, 5th, 7th, and so forth). This damage is not multiplied on a critical hit. Creatures healed by negative energy instead take no effect from this ability. A modified version of sneak attack that's one die lower and easier to set off, but with a different type of damage? I agree with your idea to reduce this to +5d4 at max potency, as the class already has enough goodies to use.


Guild Training:Class paths are always nice. I'm going to condense the notes for each into a single paragraph, for sanity's sake.

Bleak Discipline Guild: Lots of problems with this one. First, there are no maximum time frames listed for either the active or passive abilities. As such, you can smack someone one year later and have them automatically frightened if they failed their save during your last encounter. Also, with no duration listed on the passive an 8th level Gloomshade can have "HP: Yes" if they're given enough time to cast spells (you can gain 18d6 temporary hit points per day with your base spell allotment, assuming you use it all on wasted necromancy spells). On top of that, you give them spells that are typically listed in the "Cheese" category of optimization guides, such as Shivering Touch. Up to you if you want to keep the spells in there, but put some caps on the Active and Passive abilities...

Night Stalker Guild: You need to state that the further penalty on the active ability only works if you hit them while they are currently entangled. Otherwise, looks decent, but definitely doesn't top the first guild's options (even with caps included, unless the bonus HP only lasts for a few rounds.)

Gloaming Dance Guild: Interesting options, and some nice power to keep it in line with the Night Stalker Guild, but I don't recommend punishing the player with the passive ability. Instead, I'd have multiple uses of the ability overlap (not stack). With that, your example would keep its +3 for three rounds, even if they cast a lower level spell. If on the last round they cast a second level spell, it would overlap and give them a +2 on the round after the +3 wore off.


Shadow Talent More freeform options. Doing the same with these as I did with the guilds:

Dark Accuracy (Su): Solid ability.

Nightmare Shroud (Su): The fluff sentence interjected between the first and third crunch sentences is a bit strange, but otherwise works.

Shadow Clone (Sp): Strange wording. I would personally state that if you have Mirror Image or Greater Mirror Image active that you can opt to add the new clone to the allotment for that spell instead of the four you can always have (up to the spell's maximum), to make the wording more clear.

Shadow Speed (Su): Nice, yet badly worded (and your numbers are off ...:smallwink:) Easier method is to state that they get a +10 foot enhancement bonus to their base land speed for every three Gloomshade levels they possess (minimum +10 feet).

Summon Shadows (Sp): Good ability, but badly worded again. My idea for a revision is spoilered below:A gloomshade can summon one or more incorporeal undead creatures by expending a shadow pool point as a standard action. This ability otherwise functions identical to the summon monster spells. Undead summoned in this way do not gain the create spawn ability. Initially, this ability can be used to summon one shadow. At 6th level, two shadow pool points may be used to instead summon two shadows or one wraith. At 10th level, three shadow pool points may be spent to summon four shadows, two wraiths or one spectre. At 14th level, the cost to use the initial, 6th and 10th level summons reduced by one point (to a minimum of zero). Additionally, the gloomshade may spend three points to summon one greater shadow, two spectres, four wraiths or eight shadows. At 18th level, this ability improves again. The shadow pool cost is reduced by one for all prior iterations (minimum cost zero) and three pool points may be used to summon a dread wraith, two greater shadows, four spectres, eight wraiths or twelve shadows.

It is possible, due to the cost reduction at 14th and 18th level, to use this ability to permanently gain the companionship of one shadow or (at level 18) two shadows or one wraith.

NOTE: As you can see, not much is changed. I moved the spawning ability rule to before the summons, to make the structure more uniform. I also changed the 14th level cost reduction to be more clear, and added a minimum cost zero to the 14th and 18th level to prevent munchkins from claiming that summoning a single shadow should cost -1 shadow pool points at 18th level (14th level minimum included in case of feats allowing cost reduction)

Summon Shadow Demon (Sp): No clue what a Shadow Demon is, and I don't know the book it's in, so can't comment. I would highly suggest listing the source of the shadow demon, be it by linking it or just by adding the abbreviated book name next to it.

Weakening Shade (Su): Mean ability, but good at level 10. You don't need to state that creatures immune to ability damage/drain are unaffected, since that follows the standard rule.

Wraithstrike (Sp): Giving them my favorite Diamond Mind maneuver as a shadow pool ability? I like it. :smallamused:

Wraith Form (Su): I'd change the last sentence. I understand that it's meant to allow them to attack corporeal creatures while incorporeal, but as written it doesn't do that. Instead, state that any maneuvers they use while incorporeal are resolved as if their weapon had the Ghost Touch property. That way it works as intended.


Cloak of Shadows (Su): Starting at fourth level, the gloomshade adds ˝ their class level to Hide and Move Silently checks.Skill boost for skills they should already be using. No problems with this.


Shadowsight (Su): Starting at third level, a gloomshade learns to hone the shadows in their blood to part darkness before them. They gain darkvision out to 30' and a bonus to spot and listen equal to 1/2 their class level. If they already have darkvision, they extend it by 30'. Shadowsight improves to 60' (or 90' if they already had darkvision) at sixth level and allows the gloomshade to see through all magical and nonmagical darkness at 11th level.So they have to wait to 11th level to be able to see through the Control Light ability they gained at 1st level? I'd add in that at third level they can ignore the sight limitations from their own Control Light, assuming that ability is kept as-is.


Shadow Weaving (Ex): At fifth level, the gloomshade learns to wrap shadows around their scythe. When using a scythe, the gloomshade may make an additional attack with a full attack action as if you were using two-weapon fighting with a light weapon in the off-hand (-2 to all attacks made that round). You may only apply 1x your strength modifier on additional attacks gained in this way. This ability stacks with haste and other spells that provide additional attacks. This ability counts as two-weapon fighting for feat prerequisites.As before, bad design. However, you can easily split this into two chains: Flurry for those who fight with one weapon, or two weapon fighting boosts for those that fight with two. Also, it's worth noting that you normally apply only 1/2 of your strength modifier to off-hand attacks, but that's not much of a difference for this class.


Body of Darkness I (Su): At fifth level and every seven levels thereafter (12th and 20th), the gloomshade becomes slowly annulled to the shadowy magic he makes use of. At 5th level, while under the effects of concealment, he becomes immune to negative energy damage, gains cold resistance 10 and gains +4 to saves versus energy drain, negative levels, ability damage and ability drain. At 12th level, his cold resistance improves to 15 and he becomes immune to poison and disease. At 20th level, he reaches the pinnacle of his dark evolution. His type changes to Outsider (Native). While in concealment, he becomes immune to cold damage, extreme cold, fear affects, poison, disease, paralysis, energy drain, negative energy damage, negative levels, ability damage, ability drain and critical hits. Additionally, he gains fast healing 5, DR 5/- and may add his Wisdom modifier as an insight bonus to all saving throws and damage rolls. First, 12 + 8 = 20... I'd simply drop everything before the comma in the first sentence... it's not needed. Also, drop the I in the title, simply for formatting. Otherwise, it's a nice list of bonuses, but the 12th level version doesn't state if any of the abilities require concealment or if they are permanent.


Hide in Plain Sight (Ex): At 8th level, the gloomshade may use the Hide skill even while being observed. This ability does not work in natural sunlight or the area of a daylight spell. Sadly, this is far, far too early in the class. Consider that the ranger gets it at 17th level, and the only option I know of to get it close to this would be a Rogue 7/Shadowdancer 1... I'd shift this up in the class if you wish to keep it.


Improved Shadow Weaving (Ex): At 9th level, the gloomshade's weaving style improves. When using a scythe, the gloomshade may make another additional attack with a full attack action albeit at a -5 penalty. This ability works, for all intensive purposes, as Improved Two-Weapon Fighting.As above, so below. If you took my advice on the earlier version, this could reduce the penalty of the flurry for one-weapon fighters.


Dark Recovery (Su): At tenth level, you learn how to utilize your arcane magic and maneuvers better. You may sacrifice a spell slot as a free action to immediately recover one maneuver. The spell sacrificed must be equal to the level of the maneuver recovered. For example, the gloomshade could sacrifice a fifth level spell to recover Shadow Stride, a shadow hand maneuver of 5th level. This ability may only be used on a round you have made a successful attack and only once per turn. Nice ability, but I'd change it to say "immediately recover one expended maneuver", to prevent arguments at the table over wording.


Shadow Pounce (Ex): At twelfth level, you learn how to attack swiftly from the shadows. Any time you use an ability, spell, or effect that teleports you, you may execute a full attack upon completion of the teleport. You must have line of sight on your intended victim from your original location, and the spot to which you teleport must be a place from which you can launch a melee attack at the intended target with whatever weapon you have in hand at the beginning of your action. This needs to be hit with the nerf bat, as it lets you full attack using an Immediate Action should you be part of the Gloaming Dance Guild. Personally, I'd make it a free single attack that explicitly states that it stacks with Haste or similar effects.


Greater Shadow Weaving (Ex): At 15th level, your weaving style improves. When using a scythe, the gloomshade may make a third additional attack albeit at a -10 penalty. This ability, for all intensive purposes, works as Greater Two-Weapon Fighting. And again, more weapons or different ability options. If using my suggestion, one weapon fighters would get another attack at full bonus, and potentially you could remove the penalty from flurrying at this level as well.


Quickened Strike (Su): At sixteenth level, when you successfully attack an enemy after teleporting with a maneuver, an arcane spell of 5th level or lower that you cast before the end of your next turn is quickened (as the Quicken Spell metamagic feat). You do not need the Quicken Spell feat to use this ability. This ability may be used once per encounter.Not a bad ability to get alongside your first sixth level spell.
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The feats look ok for the most part, although Shadow Pounce Casting worries me a bit. And I'm not touching your spell list for one reason: I know that there are spells in there that aren't in the SRD, and you're not listing sources. I realize that it's a pain to add the book abbreviations to the spells, but it's tremendously helpful to those of us that don't have all the spells in the game memorized... :smallsmile:

Again, looks like a good start, but I'd trim off some of the abilities to tone down it's power a bit. If you're playing in a high-op game, this works great out of the box, but otherwise it's going to outshine the other party members when it comes to combat.

DawnRaven
2013-11-27, 09:26 AM
Fako: Thank you for the amazing feedback, also spoiled in response!


Your observation is 100% correct. It was designed to allow a specific theme without resorting to a dip here, a dip there, etc.

Hd: Oops, should have been d6 anyway! The addition to the starting gold comes from using the Magus as the base chasis and that line is standard with PF classes. Removed to fit 3.5.

Weapon/Armor proficiency: Again here stole word for word from the Magus class from Pathfinder. I'll change it to armored mage to make it more fluid.

Spells: That line was added since there's a similar line for sorcerers in their class description for spells. I used the sorcerer spell description as a base.

-Special- Noted, removed!

Cantrips: I was stealing from Pathfinder with cantrips here. Rather than have # of uses per day on them, they gain unlimited use. Cantrips are pretty useless outside of detect magic but I suppose there's something somewhere that could abuse this..will add a casting progression for it equivalent to sorcerers.

Formatting: I had tried to stick to the formatting used in Lord_Gareth's Harrowed class, where would you suggest looking to get standard GITP formatting?

Disciplines: Oops :smallredface: Honestly, I was just looking for disciplines that allowed the use of a scythe with them. Maybe I'll change this to the desert wind.

Readied: Added: "You ready your maneuvers by spending five minutes meditating in darkness. Any area with shadowy illumination qualifies as darkness for the purposes of this ability. The maneuvers you choose remain readied until you decide to meditate in this fashion again and change them."

Shadow Pool: Control Light is taken from the Shade template. Its somewhat like a darkness spell, but weaker in effect to start and scales up to be better in effect. The number of rounds is too long though, changing it to be equal to 1/2 gloomshade level flat. It was put there to give the class some way of offsetting their low HD and low armor proficiency without relying on a simple: Wis to AC or some such bonus.

Scythe: The intent was to give the scythe a bit of oomph. As a weapon its not terrible (x4 crit modifier) but is easily overshadowed by a greatsword or, for this class, spiked chain without some other reason to use it. I may tie in the Discipline to each guild and have it depend on weapon.

Essence of Shade: Noted, trying to figure out a proper progression for that over 20. Maybe start at 2 and gain +1d4 every 4 levels for a maximum of +5d4 at 18th?

Guilds:

Bleak Discipline: Noted for confusion, changed it to only work in the time frame of one use of the ability. "If you hit a creature twice with one use of this ability, it becomes frighted for 1 round if it has fewer ht dice than your gloomshade level."

Death's Embrace: Added. "These temporary hit points last for a number of rounds equal to the level of the spell cast."

--Spells: I knew that, and have been on the fence for whether to keep them there or not. Maybe if I can track down some useful fear-type spells for levels 1 and 3 beyond just Cause Fear. Having these two spells on there do make this the strongest discipline..

Night Stalker: Added note to make it only work if creature was already entangled and was hit with one use of the ability as with Grave Touch.

Gloaming: Noted. Changed to overlap.

Talents:
Nightmare: Stolen almost word for word from a psionic PrC from one of the Eberron books (forgot which).

Shadow Clone: I was trying to grant a way of refreshing mirror image/greater mirror image by attacking. Removed second section and changed to: "If the gloomshade is under the effects of mirror image or greater mirror image, this ability instead adds the new clone to the allotment for that spell instead of the four you can always have (up to the spell's maximum). "

Shadow Speed: Noted, Changed.

Summon Shadows: Thanks! I was having trouble finding how to word this one. Stolen, Copied, Kept.

Summon Shadow Demon: Noted the book it was in. (Book of Vile Darkness). Its a CR 8 creature with some great abilities so I didn't want it to stick around too long.

Weakening Shade: I had added a save for half to this, but if lowering Essence to +5d4 probably will leave it as is. Removed unnecessary crunch line.

Wraithstrike: And the spell of the same name :smallwink:

Shadowsight: Yes, although I suppose I should add a line to control light to the effect of. "The gloomblade is not affected by this reduction in light." Not sure.

Shadow Weaving: Changed to the below spoiler. Thoughts?

At fifth level, the gloomshade learns to wrap shadows around their weapon or weapons. When holding a weapon from a gloomshade discipline, they gain two-weapon fighting as a bonus feat. They may treat any two-handed discipline weapon as a double weapon for the purposes of this ability.

Improved Shadow Weaving (Ex): At 9th level, the gloomshade's weaving style improves. When using a weapon from a gloomshade discipline, they gain improved two weapon fighting as a bonus feat. They may treat any two-handed discipline weapon as a double weapon for the purpose of this ability.

[b]Greater Shadow Weaving (Ex): At 15th leave, your weaving style reaches its peak. When using a weapon from a gloomshade discipline, they gain greater two weapon fighting as a bonus feat. They may treat any two-handed discipline weapon as a double weapon for the purpose of this ability.


Body of Darkness: Mistakes from earlier revisions, changed as below.

Body of Darkness (Su): The gloomshade gains several defensive abilities at the indicated levels. These abilities only apply while the gloomshade has concealment. At 5th level the gloomshade becomes immune to negative energy damage, gains cold resistance 10 and gains +4 to saves versus energy drain, negative levels, ability damage and ability drain. At 12th level, this ability improves to cold resistance 15 and immunity to poison and disease. At 20th level, he reaches the pinnacle of his dark evolution. His type changes to Outsider (Native) even when not in concealment. Additionally, while under concealment, he becomes immune to cold damage, extreme cold, fear effects, poison, disease, paralysis, energy drain, negative energy damage, negative levels, ability damage, ability drain and critical hits but not precision damage. He also gains fast healing 5, DR 5/- and may add his Wisdom modifier as an insight bonus to all saving throws and damage rolls.

Hide in Plain Sight: Not sure where to move it, will have to look at progression of abilities once essence of shade is changed.

Improved/Greater shadow weaving: Changed as above.

Dark Recovery: Noted, Changed.

Dark Recovery (Su): At 10th level, the gloomshade learns how to utilize arcane magic and maneuvers better. They may sacrifice a spell slot as an immediate action after making a successful attack to recover one maneuver. The spell sacrificed must be equal to the level of the maneuver recovered. For example, the gloomshade could sacrifice a fifth level spell to recover Shadow Stride, a shadow hand maneuver of 5th level.


Shadow Pounce: It was stolen from the Shadowlord and Crinti Shadow Marauder PrCs but I can see your point. The intent was to allow a form of pounce, which is practically needed at max level for most optimized builds. Otherwise a level 1 dip into lion totem barbarian becomes mandatory. Changed as follows.

Shadow Pounce (Ex): At twelfth level, you learn how to attack swiftly from the shadows. Any time you use a maneuver or spell that teleports you on your turn, you may execute a full attack or standard action maneuver upon completion of the teleport. You may only use this ability once per round and, if activated, you may not use your standard action to attack, use a maneuver or cast any spell that does not have the teleport descriptor. For example, if a teleport is used to move as a move action a full attack may be used at the end of that teleport but your standard action may not be used to attack or cast Shadow Evocation.

This ability is meant to replicate, in part, pounce with additional bonuses. It allows a full attack or maneuver at the end of a teleport but does not allow another hostile action at the end of that maneuver. Instead, the gloomshade could teleport next to the enemy, attack, then teleport away again.

How do these changes sound? Not having a way to access pounce/full attacks at high levels would harm the class a little in melee.


Quickened Strike: Stolen straight from the Jade Phoenix Mage.

Spell List: It is on my to do list! I'll probably get around to it today, my goal is to list it by book rather than list the source next to each spell. If this is unclear, you'll see when its finished!

It is designed for a high optimization game where all the "fighters" are clerics with persisted divine power or shapechanged wizards with incantatrix and initiate of the 7 veils or DC 28 Con-damaging poison users that ignore immunities.

Thank you again for the help! I'm going to work on updating the first post with all the changes I have here and altering the scythe discipline ability somewhat. New version + changelog should be posted in a few hours.

JoshuaZ
2013-11-27, 11:12 AM
If you are making this based on how PF does some things, maybe just make it a Pathfinder rather than 3.5 class?

DawnRaven
2013-11-27, 11:25 AM
Factions
Not every power is a Nation.

The larger world is filled with groups with no or limited ties to any government. These organizations hire independent heroes for missions and association with them is usually temporary. However, not all adventurers lay liege to nation or self. Some dedicate themselves to a guild or a church. Using a Pathfinder's Factions, this is an attempt to bring PC's in closer working contact with organizations in the Little World. It's a dangerous world out there and working with others can help mitigate that.

Benefits of joining
Completing missions relating to or coming from a faction provide fame and prestige points (PP). For every 10 points of fame a member has, they gain a cumulative +1 on diplomacy and gather information checks made against members of that organization. At certain levels of fame, the member also gains additional benefits. On top of fame, members also gain prestige points. Prestige points can be used as a currency for purchasing favors and benefits from and through the organization. Once prestige points are spent, they are used up likee gold. Fame, however, is never expended and is a permanent amount.


Order of the Ebon Thorn
The Order of the Ebon Thorn is the Little World's foremost religious institution. Where other religions have failed to organize successfully or are tied to a nation's government, the Order emphasizes religious unity and independence. The Ebon Thorns have recently had trouble as their leadership ascended to godhood and their zealous affections shifted from Inautia, God of Death to Suriex, Goddess of Shadows and Trade.

Goal: Spread the Faith
The Order tries to increase the influence of their goddess. They aim to convert new followers and protect existing ones with force of arms. They have converted from a military organization working with a nation to a military organization working independently. They are mercenaries, in a way, but can only be hired by merchants or Suriex's devoted. If their Goddess requests them to take or not take a commission, they will obey.
Until recently, the Order was dedicated to Inautia, God of Death. While they harbor their former god no ill-will and, in fact, respect and still direct appropriate prayers to him; they have serious antipathy toward some of his worshipers. Order members who retained their worship of Inautia, calling themselves the “True” Order of the Ebon Thorn, persist in hunting down and making life difficult for Suriex's new worshipers. As a result, the two groups are at near constant war. Eliminating or converting these individuals is high on the Order's agenda.

Faction Leader
Archon Anya Serenkya (LN Female Necropolitan Warblade7/Ardent 2) was once sister to Suriex before the goddess's ascension. She is not a high-profile person in world affairs, aspiring not for fame but rather striving to make her sister better known and bring worshipers into the fold. She hopes to legitimize the use of markets and trade fairs at night by circulating light in the darkness and blessings for those who work under Suriex's falling shadows. She is a stern but a well-liked leader for her fairness and generosity.

Good Class Choices
Paladin, Cleric, Favored Soul, Gloomshade

Headquarter
The Order is a nomadic organization that has not yet found its roots in any center.

Joining
The Order of he Ebon Thorn is willing to accept anyone who desires to progress Suriex's religion. This means people of any race, nationality, gender or social heritage may join up.

Gaining Prestige and Fame
Standing with the Ebon Thorn can be gained by succeeding in missions that fall under Suriex's domains. Missions might include protecting trading routes and guarding merchants or working alongside incorporeal undead. A positive outcome earns characters prestige award and fame both. Fame can also be earned by attending or completing certain rites.

Awards
The Order of the Ebon Thorn has great goodwill with its Goddess and with the people of Arnil. They are also a tightly knit organization who often work together to achieve goals.


By spending prestige points, you can have someone in the organization cast certain spells for you.
1 PP Make whole, remove blindness/deafness, remove curse, remove disease, remove paralysis, lesser restoration, desecrate, consecrate, speak with dead
2 PP Break enchantment, neutralize poison, restoration.
3 PP Heal, regenerate, hallow, unhallow
4 PP Heroes' feast


10 fame: Order Lieutenant When your fame score reaches 10, you may count Appraise and Knowledge (Religion) as class skills.
You may spend 3 PP to hire a specialist for 1 week. Specialists are NPC's with half the level of the PC's. Frequently, these NPC's are gloomshade guards or scouts.
You may also inspire followers to greater zeal. Once per mass combat, the character can affect a unit of Order of the Ebon Thorn they are secunded to to grant a morale bonus to attack rolls, saving throws and power rolls equal to the amount of PP spent. This bonus lasts for a number of rounds equal to the character's level.

20 Fame: Order Sergeant When your score reaches 20, you gain access to the Order's trade markets. Any member may purchase magic items at a 10% discount and mundane items (including poisons) at a 20% discount.
You may spend 10 PP to undergo the Rite of Shadows. (See below)
You may spend 6 PP to gain the benefit of a master specialist (any NPC with a class level equal to the PC's level) for 1 week.
You may spend 1 PP to immediately gain a +6 bonus to a single skill check. This benefit is a divine blessing granted by Suriex herself and may only be used for the following skills: Appraise, Bluff, Craft, Diplomacy, Espionage, Hide, Intimidate, Knowledge (Religion), Knowledge (Local), Listen, Move Silently, Profession, Search or Spot.
30 Fame: Order Captain When your score reaches 30, you gain the title of Order Captain. You earn a limited ability to build a unit as if you ruled a garrisoned city. You gain 500 Rps and may spend 100 gold to gain 1 additional RP. Rps gained from this rank may not be converted to gold or used to build anything but an Order of the Ebon Thorn unit. You may only create one unit using this method. The unit gains the Personal subtype for free and the Unbreakable feat for free.
You may spend 10 PP to undergo the Rite of Darkveil. (See Below)
You may spend 10 PP and 5,000 gold to apply the Shadow-Blessed subtype to your personal unit.


Rite of Shadows
This ritual is a specialized magical blessing that attunes a person's body to shadow. They gain powers while in shadow and darkness from their association with Suriex and the Order of the Ebon Thorn. While remaining in the organization is not necessary to keep the benefits of this rite, any person who changes worship away from Suriex loses these benefits. The character gains the Shadow-Blessed template.


“Shadow-Blessed” is a template that can be applied to any humanoid, monstrous humanoid, dragon, outsider, giant, or undead.

Size and Type: Creatures gain the extraplanar subtype.
Special Attacks: Shadow-blessed may call upon their own shadows for protection by invoking a prayer to Suriex.
Shadow Cloak: As an immediate action, your shadow wraps around you as a protecting shroud. You gain a bonus to concealment equal to Ľ your character level and gain 20% miss from concealment. If you are undead, you also gain +2 turn resistance.This benefit lasts for one round. This ability can be used a number of times per day equal to 3 + your charisma modifier.
Night Blessing: Once per week, and only at night, the Shadow Blessed may call upon Suriex to bless a trade transaction. This ability seemingly creates gold out of thin air. The Shadow-Blessed may purchase an item at a 20% discount that stacks with any Order of Ebon Thorn discounts. Additionally, the person selling the item gains 20% more money from the transaction.
Alternatively, this ability can be used at a Trade Fair once per season in a town that has one. If the trade fair occurs at night, the province instead produces 65% more resources during the season in which the Trade Fair is held. This ability may only be used in a nation that worships Suriex.

Special Qualities: Shadow-blessed retain all the special qualities of the base creature and also gain the following.
Darkvision 60 ft. If they already have darkvision, increase its range by 30'.
Resistance to cold 10 If they already have resistance to cold, increase it by 5.
Turn Resistance +2
Twilight Luck: While in an area with concealment, you gain a +2 luck bonus on all saving throws.

Skills You gain a +4 bonus on Hide and Move Silently checks.



Shadow-blessed soldiers are religious worshipers who have received the personal blessing of Suriex herself. This subtype is a stackable subtype like personal and mercenary.
Cost: 200 Rps. Nation must worship Suriex and have at least a level 1 Chapel to Suriex to purchase.
Special Abilities: Rising Darkness
Rising Darkness: The shadow blessed unit fights more effectively at night and in shadowy conditions. At night or in areas of shadow illumination such as under a darkness spell, the unit gains a +2 sacred bonus on all attack, power rolls and saving throws. They also gain a +2 sacred bonus to AC and toughness. Units engaged in melee with a Shadow Blessed unit receiving the Rising Darkness benefit must make a morale check for each round they are engaged as the shadows of the soldiers rise up to fight on the side of Suriex's chosen. This morale check has a DC of 12+the charisma bonus of the secunded leader, if any. This is a mind-affecting fear effect. Failing the save means the enemy unit is confused for 1d4+1 rounds. This is a mind-affecting, fear effect and may only effect a particular unit once per 24 hours.


Rite of Darkveil:
Where the ritual of shadows is relatively painless, this rite separates your shadow from your body. During the rite, the person undergoing the arcane treatment must make one saving throw every hour for three hours for a total of three saving throws. The first of these is to resist the pain of First Division as your shadow slowly peels away from your body. They must make a Fortitude save (DC 20) or take 2d6 Strength damage. The second hour, they must make a Willpower saving throw (DC 20) or feel their mind fracture from the effect of splitting one's essence in two taking 2d6 Wisdom damage. Finally, in the third hour, which must occur between midnight and two a.m., the petitioner makes a second Fortitude save (DC 20) or take 2d6 Constitution damage. If they fail all three of these saves, even if they survive, the ritual fails. If they succeed on at least one save, the ritual is a success if they survived and gain the Suriex's Chosen template.
“Suriex's Chosen” is a template that can be applied to any humanoid, monstrous humanoid, dragon, outsider, giant, or undead through the Rite of Darkveil.

Size and Type: Creatures retain their size and type.

Special Qualities:
Dual Essence: Suriex's chosen emulate her dual nature in their physical forms. They gain a +2 luck bonus to Will saves when their Shade is within 30' of them.

Shade Companion (Su): A Surex's Chosen is two creatures rather than one. Their shadow has been cut off of them, creating a new creature. They gain a Shade that progresses with the Suriex's Chose hit die like an animal companion grows with druid levels. A Suriex's Chosen no longer shows a shadow unless its shadow is pretending to be a normal shadow.

Dual Command (Ex): A Suriex's Chosen and its shade may both secund the same unit. If they do, the unit gains an additional bonus to Morale and Command checks equal to ˝ the shade's Charisma modifier. Alternatively, the shade can secund its own unit but only if that unit is in a formation with the Suriex's Chosen.

Abilities: As the base creature, but with +2 Constitution and +2 Wisdom.


Shade
Medium Outsider (Native, Incorporeal)
Hit Dice: [Depends on level of Suriex's Chosen]
Speed: Fly 40 ft (perfect)
Armor Class 14 (+2 Dex, +2 deflection), Touch 14, Flat-footed 12
Initiative:2
Base Attack: +4
Attack: Incorporeal touch +7 melee 1d6 Str
Special Attacks: Strength Damage
Special qualities: Outsider traits, Incorporeal traits, Dual Nature, Shadow Wings
Saves: Fort +5, Ref +5, Will +4
Abilities: Str—, Dex 16, Con 14, Int 10, Wis 12, Cha 14
Skills: Racial Bonuses Gains +6 to hide checks and +4 to listen, search and spot checks.
Feats: Ghostly Grasp*

Shades gain Ghostly Grasp as a bonus feat (Libris Mortis).

Dual Nature: The Shade gains bonus ability score from its parent companion. For every +1 modifier the base creature has to Dexterity, Wisdom, Intelligence and Charisma, the Shade gains +1 to that score. This excludes any increases from enhancement bonuses, spells or equivalent effects or items but not bonuses from class features or racial bonuses. For example, a human sorcerer with an 18 charisma with a +4 cloak of charisma would only grant a +4 bonus to Charisma to their shade (increasing the Shade's charisma to 18).

Strength Damage (Su): The touch of a shade deals 1d6 points of strength damage to a living foe. When making melee attacks with a weapon, the shade may apply their strength damage if the attacks hit. A creature reduced to Strength 0 by a shade dies. This is a negative energy effect.

Shadow Wings (Su): The shade may turn itself into a pair of wings as a free action when adjacent to its Suriex's Chosen and graft itself to the Chosen. The Chosen gains a fly speed (perfect) of its base movement speed +40'. This effect lasts until the shade frees itself as a free action. While grafted to the Suriex's Chosen, the shade may take a standard action and use its touch attack on creatures adjacent to the Suriex's Chosen. It may also use its spell-like abilities.

Class Skills: The class skills of a shade are: Appraise, Bluff, Concentraion, Disguise, Espionage, Gather Information, Hide, Intimidate, Knowledge (arcana), Knowledge (Religion), Listen, Move Silently, Search and Spot.

Shade Basics: Use the base statistics for the Shade creature, but make the following changes.

Hit Die: The shade gains hit die of its Outsider race based on the character level of the Suriex's Chosen. The shade gains additional skill points and feats for bonus HD as normal for advancing a monster's Hit Dice. At first level, tt gains four times the normal of skill points gained per level.

Deflection Armor Bonus: [i]The number noted here is an improvement to the shade's deflection armor bonus.

[i]Dex/Cha Bonus: On top of its Dual Nature ability, the shade adds this value to his dexterity and charisma scores.

Share Spells (Ex) A Suriex's Chosen may have any spell she casts on herself also affect her shade. Her shade must be within 30' of her at the time of casting to receive this benefit. Additionally, the Chosen may cast a spell with a target of “you” on her shade instead of on herself. The Chosen and shade may share spells even if the spells normally do not affect the outsider type.

Mettle (Ex): The shade can resist magical and unusual attacks with great willpower and fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect.

Shadow Magic (Sp): The shade gains the ability to use several spell like abilities at various levels.

Improved Mettle (Ex): When subjected to an attack that normally allows a Willpower or Fortitude saving throw for a partial or half effect, the shade instead takes only the partial or half effect on a failed save (and no effect on a successful save).

{table=head]
Shade Companion Advancement
{table=head]Character Level|Hit Die|Def. Armor Bonus|Dex/Cha Bonus|Special
1st-2nd| 1 | +0 | +0 | Share Spells, Darkness 1/day
3rd-5th| 4 | +2 | +1 | Mettle, Darkness 3/day
6th-8th| 6 | +4 | +2 | Mirror Image 3/day
9th-11th| 10 | +6 | +3 | Shadow Conjuration 1/day
12th-14th| 14 | +8 | +4 | Shadow Conjuration 2/day, Shadow Evocation 1/day
15th-17th| 16 | +10 | +5 | Improved Mettle
18th-20th| 20 | +12 | +6 | Shades 1/day
[/table][/table]
[/spoiler]