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Xuldarinar
2014-10-16, 06:33 AM
Floating around I have two hybrid classes, both of which are based on the shadowcaster. I would someone, anyone, to evaluate and critique these. If this too is doomed to sink, so be it. Regardless of any feedback, I hope someone is at least mildly entertained by these.

Inritite (http://www.giantitp.com/forums/showthread.php?368889-Hybrid-Class-Inritite-(Shadowcaster-Malefactor)-PEACH) [Shadowcaster/Malefactor]

INRITITE (HYBRID CLASS (http://www.d20pfsrd.com/classes/hybrid-classes))

Hosts of insidious entities born of the thoughts and emotions that lie in shadow itself, inritites exists for the sole purpose of eliminating all mortal life. While some may be afflicted and still attempt to pursue their lives as if never touched, most Inritites are forced to learn to not only cope with their curse, but wield it to their own ends, visiting upon their foes death. Even the most benign inritite is a murderer by nature, for they must kill. Not only to gain the energy to wield their abilities, but to survive.
Role: Inritites operate as a unique blend of a melee combatant and a spellcaster, using their mysteries at any range they can reach, but making sure that they are within close range upon their victim's demise.
Alignment: Any.
Hit Die: d8.
Special: Creatures of the Outsider type, aside from native outsiders, cannot take levels in this class.
Parent Classes: Malefactor (http://www.d20pfsrd.com/classes/3rd-party-classes/total-party-kill-games-classes/malefactor) and Shadowcaster (https://docs.google.com/file/d/0B7pX5JzphJ4ya3YxNl91anlmLTQ/edit)
Starting Wealth: 3d6 x 10gp (Average 105gp)

CLASS SKILLS
The Inritite's class skills are Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (the plane), Perception (Wis), Profession (any) (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha)
Skill Ranks per Level: 4 + Int modifier.

Table: The Inritite
Level Base Attack Bonus Fort Save Ref Save Will Save Special Mysteries Known Parasitic Reservoir
1st +0 +0 +2 +2 Mysteries of Inritus Irritus (Apprentice), Fundamentals of Shadow, Inrirtus Soul 1 1
2nd +1 +0 +3 +3 - 2 1
3rd +2 +1 +3 +3 Sustaining Parasitism (Darkvision) 2 2
4th +3 +1 +4 +4 - 3 2
5th +3 +1 +4 +4 Improved Parasitism (20') 3 3
6th +4 +2 +5 +5 Sustaining Parasitism (No need to eat or drink) 4 3
7th +5 +2 +5 +5 Bonus Fundamental 4 4
8th +6/+1 +2 +6 +6 - 5 4
9th +6/+1 +3 +6 +6 Sustaining Parasitism (Diminish Living Defenses) 5 5
10th +7/+2 +3 +7 +7 Fundamentals of Shadow (Extraordinary) 6 5
11th +8/+3 +3 +7 +7 Improved Parasitism (30') 6 6
12th +9/+4 +4 +8 +8 Mysteries of Inritus Irritus (Initiate Mysteries), Sustaining Parasitism (No need to sleep) 7 6
13th +9/+4 +4 +8 +8 Bonus Fundamental 7 7
14th +10/+5 +4 +9 +9 - 8 7
15th +11/+6/+1 +5 +9 +9 Sustaining Parasitism (Immune to poison/disease) 8 8
16th +12/+7/+2 +5 +10 +10 - 9 8
17th +12/+7/+2 +5 +10 +10 Improved Parasitism (40') 9 9
18th +13/+8/+3 +6 +11 +11 Sustaining Parasitism (Prolonged) 10 9
19th +14/+9/+4 +6 +11 +11 Bonus Fundamental 10 10
20th +15/+10/+5 +6 +12 +12 Sustaining Parasitism (Part with Mortality) 11 10


CLASS FEATURES
All of the following are class features of the Inritite class.
-Weapon and Armor Proficiencies: Inritites are proficient with all simple weapons. They are proficient with light and medium armor but not with shields.
-Fundamentals of Shadow (Su or Ex): Inritites inherently have a command of the most basic powers of shadow magic. These powers, known as fundamentals, function as supernatural abilities, usable at-will. An inritite begins with 2 fundamentals and gain an additional fundamental at 7th, 13th and 19th level. The save DC of any fundamental is 10 + 1/2 caster level + Wisdom modifier.
At 10th level, an inritite may use a fundamental as an extraordinary ability, but doing so takes a full round action and no Metashadow feats can be used in conjunction with that fundamental.
-Mysteries of Inritus Irritus (Su): Inrities invoke mystical secrets called mysteries through their unique bonds with their inritus irritus demon. An inritite gains knowledge of 1 mystery at 1st level, 2nd level, and every even numbered level thereafter. Until 12th level, an inritite can only acquire knowledge of apprentice mysteries, at which point he gain access to initiate mysteries.
-Shadow magic progresses in very specific stages. An inritite may not "jump ahead" in a path, although he does not need to complete his knowledge of a given path if he do not wish to. Within a category, he can only learn mysteries of a new level if he has learned at least 2 mystery of a previous level, and must know all previous mysteries within a path to select a mystery from that path. However, an inritite can always select the first mystery in a path of a category he has access to, even if he didn't complete the lower category paths.
-In order to cast a mystery, an inritite must have a Wisdom score of at least 10 + the mystery’s level, and expend a number of parasitic points equal to the level of the mystery. The save DC for his mysteries equals 10 + 1/2 class level + his Wisdom modifier.
-Levels in this class count for the purpose of deterring the inritite’s overall caster level.
-Inritus Soul (Ex): Inritites, be it by birth or by the influence of beings nonexistent, lack actual souls. Instead, an incorporeal entity called an inritus irritus demon takes the place of the inritite's soul. As such, they have the following traits:

Inritites can not be the target of effects that are dependent upon them possessing a soul.
Inritites do not possess life after death, and as such cannot be brought back by means short of limited wish, wish, miracle, or true resurrection.
Inritites are difficult to detect. Whenever a spell or a similar effect that would otherwise be able to detect the inritite, they automatically make a Will save to avoid detection (DC 10 + caster level of the spell - the inritite's class levels). If the inritite succeeds on this save, the detection spell ignores the presence of the inritite. As far as the detection spell is concerned, he does not exist. For spells that have an on going effect, they must make a new save every minute they are subjected to it.
Inritites do not naturally heal, and all healing derived from positive or negative energy effects only provide half as much health.
-Parasitic Reservoir (Ex): Inritites are capable of storing energy drawn from living beings for later use, simply known as their parasitic reservoir. The maximum number of points in the inritite's parasitic reservoir based on their level, as listed on the table above, plus their Wisdom modifier, to a minimum of 1. Every 24 hours, at the same time every day and usually during a period of rest, points are drained from the inritite's parasitic reservoir, allowing them to heal a number of hit points equal to the points expended - 1, per inritite level. For instance, a 5th level inritite would heal 5 hit points for every point spent after the first at this time.
-If the inritite does not expend any points from their parasitic reservoir at this time, be it by choice or that they simply have 0 points in their parasitic reservoir, they instead take a number of points of damage equal to their number of hit dice. An inritite's parasitic reservoir does not automatically replenish from day to day. An inritite may add points to their reservoir when a creature dies within 10' of themselves, the number of points that would be gained through this is equal to half of the HD of the creature, to a minimum of 1. If this would put them over their maximum number of points for their parasitic reservoir, then any extra points are lost.
-Sustaining Parasitism (Ex): As an inritite increases in level, the inritus irritus demon that has taken the place of his soul grows stronger with him, altering the inritite in the process.
-Beginning at 3rd, an inritite gains darkvision out to 30'. If they already have darkvision from another source, increase their darkvision by 30'.
-Beginning at 6th, an Inritite no longer needs to eat or drink to maintain health
-Beginning at 9th, an inritite begins to radiate an aura that makes living creature more susceptible to effects. Living creatures, including the inritite if applicable, creatures within the range the inritite can acquire points for their parasitic reservoir take a -3 profane penalty on their saving throws. This penalty increases to -4 at 15th level. an inritite becomes immune to their own aura so long as they have points in their parasitic pool.
-Beginning at 12th, An inritite acquires immunity to non-magic sleep effects. Furthermore, an inritite of at least 12th level only needs 2 hours of sleep to gain the same benefits as 8 hours of sleep. This does allow them to regain use of their mysteries after only 2 hours of rest, but does not allow them to regain the use of mysteries more than once per day.
-Beginning at 15th, An inritite gains immunity to non-magical diseases and poisons.
-Beginning at 18th, the inritite can survive deeper into negative hit points without actually dying. For every parasitic point in their reservoir, increase the number of hit points below 0 required for the inritite to actually die. For instance, if the inritite possesses 6 points in their parasitic pool, an inritite dies when they reach -16 hit points instead of -10. If the inritite possesses the die hard feat, he passes out at -10 hit points regardless of the number of points currently in their parasitic reservoir.
-Beginning at 20th, the inritite ceases to be a mortal creature. Make the following changes to the inritite:

The inritite becomes a native outsider.
The inritite's constitution becomes a non-ability. For the purpose of all constitution related effects, use Wisdom.
The inritite ceases to age altogether, possesses no maximum age, and no longer take ability score penalties for aging.

-Improved Parasitism: As an inritite advances, their ability to sap energy from their foes increases as does their ability to utilize the energy the energy they siphon. Starting at 5th level, they may increase the maximum range in which dealing lethal damage may grant them a parasitic point to 20'. At 11th level the range of this effect increases to 30', and at 17th level the range of this effect increases to 40'.

Ex-Inritites
Although far from an easy feat, it is possible for an inritite to have the Inritus Irritus Demon that has taken place of their soul removed. When this happens, an Inritite loses all class features except for proficiencies and Inritus soul, and cannot advance in the inritite class. Restoring to them their soul is a separate effort, which then would then remove the Inritus soul class feature.


Shadowblood Mage (http://www.giantitp.com/forums/showthread.php?369848-Hybrid-Class-Shadowblood-Mage-(Shadowcaster-Sorcerer)-PEACH) [Shadowcaster/Sorcerer]

SHADOWBLOOD MAGE (HYBRID CLASS (http://www.d20pfsrd.com/classes/hybrid-classes))
Wielding shadow magics enhanced by the magic flowing through their veins, shadowblood mages are mystery users that exemplify the darker aspects of their ancestry. Not unlike sorcerers, shadowblood mages' veins surge with power given to them by their ancestors. While using this power in similar ways, shadowblood mages are gifted in an unorthodox practice of magic, the casting of mysteries.
Role: Shadowblood mages excel at wielding a blend of magical effects known as mysteries, and a select group of abilities specific to their bloodline. As they advance, their repertoire broadens.
Alignment: Any.
Hit Die: d6.
Parent Classes: Shadowcaster (https://docs.google.com/file/d/0B7pX5JzphJ4ya3YxNl91anlmLTQ/edit) and Sorcerer (http://www.d20pfsrd.com/classes/core-classes/sorcerer).
Starting Wealth: 2d6 x 10gp (Average 70gp).

CLASS SKILLS
The shadowblood mage's class skills are Appraise (Int), Craft (any) (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (any) (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.


Table: The Shadowblood Mage
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Apprentice Mysteries, Bloodline Power, Cantrips
2nd +1 +3 +0 +3 -
3rd +1 +3 +1 +3 Bloodline Power, Bloodline Mystery
4th +2 +4 +1 +4 Bonus Cantrip, Versatile Shadowcaster
5th +2 +4 +1 +4 Bloodline Mystery
6th +3 +5 +2 +5 -
7th +3 +5 +2 +5 Bloodline Feat, Bloodline Mystery
8th +4 +6 +2 +6 Apprentice Mysteries (Spell-Like), Initiate Mysteries, Bonus Cantrip
9th +4 +6 +3 +6 Bloodline Power, Bloodline Mystery
10th +5 +7 +3 +7 -
11th +5 +7 +3 +7 Bloodline Mystery
12th +6/+1 +8 +4 +8 Bonus Cantrip
13th +6/+1 +8 +4 +8 Bloodline Feat, Bloodline Mystery
14th +7/+2 +9 +4 +9 Apprentice Mysteries (Supernatural), Initiate Mysteries (Spell-Like), Master Mysteries
15th +7/+2 +9 +5 +9 Bloodline Power, Bloodline Mystery
16th +8/+3 +10 +5 +10 Bonus Cantrip
17th +8/+3 +10 +5 +10 Bloodline Mystery
18th +9/+4 +11 +6 +11 -
19th +9/+4 +11 +6 +11 Bloodline Feat, Bloodline Mystery
20th +10/+5 +12 +6 +12 Bloodline Power, Bonus Cantrip

CLASS FEATURES
All of the following are class features of the shadowblood mage class.
-Weapon and Armor Proficiencies: Shadowblood mages are proficient with all simple weapons. They are not proficient with any type of armor. Armor of any type interferes with your gestures, which can cause your mysteries to fail when they function as spells.
-Cantrips: Shadowblood mages learn a number of cantrips, or 0-level spells, drawn from the sorcerer/wizard spell list. These spells are cast like any other spell, but may be used an unlimited number of times in a given day. You begin play with 3 cantrips known, and gain a bonus cantrip known at 4th, and again at 8th, 12th, 16th and 20th.
-Mysteries and Paths: You invoke mystical secrets called mysteries. You gain 1 mystery at 1st level, 2nd level, 4th level and every class level thereafter. Up to 7th level you can learn only apprentice mysteries. At 8th level, you gain access to initiate mysteries and at 14th level you gain access to master mysteries. You can choose your new mystery from any category you have access to (including fundamentals).
-Shadow Magic progresses in very specific stages. You may not “jump ahead” in a path, although you do not need to complete a path if you do not wish to. Within a category (apprentice, initiate, master), you can only learn mysteries of a new level if you have learned at least 3 mysteries of a previous level (it doesn't matter whether they are 3 different mysteries or 1 mystery selected 3 times, see below), and you must know all previous mysteries within a path to select a mystery from that path. However you can always select the first mystery in a path of a category you have access to, even if you didn't complete the lower category paths.
-When you are capable of casting only apprentice mysteries, you cast them as though they were arcane spells. They do not require verbal or material components or foci, but follow all the normal rules for arcane spells. Observers can make a DC 15 Perception check to note that your shadow is making different gestures from the ones you make when you cast the mystery. Starting at 8th level your apprentice mysteries function as spell-like abilities. Your new initiate mysteries function as arcane spells and follow the rules above. Finally at 14th level your apprentice mysteries function as supernatural abilities, your initiate mysteries function as spell-like abilities and your new master mysteries function as arcane spells and follow the rules above.
-You can learn a mystery more than once. Each time you relearn a mystery you gain another set of uses of that mystery per day. If you learn all the mysteries of a path twice, you gain an extra use of each mystery on that path, as well as the Path Focus feat for that path. If you learn them thrice, you gain 1 more use of each mystery on that path, stacking with the previous bonus, and the Greater Path Focus feat for that path. These are passive, extraordinary effects.
-You can use each mystery you know once per day if it is cast as an arcane spell, twice per day if cast as a spell-like ability or thrice per day if cast as a supernatural ability. You must rest for 8 hours and meditate for 15 minutes each day to regain your use of mysteries.
-In order to cast a mystery, you must have a Charisma score of at least 10 + the mystery's level. The save DC for your mysteries equals 10 + mystery level + your Charisma modifier for mysteries cast as arcane spells and spell-like abilities and 10 + 1⁄2 Caster level + Charisma modifier for mysteries cast as supernatural abilities.
Your levels in this class count for the purpose of determining your overall caster level.
-Bloodline: Every shadowblood mage has a source of magic somewhere in their heritage that grants them their magic, bonus feats, and other special abilities. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in their family's past. Regardless, this influence manifests in a number of ways. A shadowblood mage must pick one bloodline upon taking their first level of shadowblood mage. Once made, this choice cannot be changed.
-At 3rd level, and every two levels thereafter, a shadowblood mage learns a spell, derived from their bloodline. For all intents and purposes, including granting access to higher level mysteries, these spells treated as mysteries of their spell level. Spells that normally have material components or a focus do not require them when cast as mysteries. For the purposes of effects dealing with paths of mysteries, consider the 1st, 2nd and 3rd level spells of a bloodline as belonging to the same path, the 4th, 5th and 6th level spells of a bloodline as belonging to the same path, and the 7th, 8th and 9th level spells of a bloodline as belonging to the same path.
-At 7th level, and every six levels thereafter, a shadowblood mage receives one bonus feat, chosen from a list specific to each bloodline. The shadowblood mage must meet the prerequisites for these bonus feats.
-If the shadowblood mage takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means the bloodline of one of the classes must change. Subject to GM discretion, the shadowblood mage can change their former bloodline to make them conform.
-Versatile Shadowcaster: A shadowblood mage gains Versatile Shadowcaster as a bonus feat at 4th level.

Shadowblood Mage Bloodlines
The following bloodlines represent only some of the possible sources of power that a shadowblood mage can draw upon.

Kyton Bloodline
The blood of kytons runs through your veins, bestowing upon you the ability to augment your own form along with the nagging desire to inflict as much pain as you can.

Bonus Mysteries: Delay Pain (3rd), Instrument of Agony (5th), Agonize (7th), Inflict Critical Wounds (9th), Wall of Thorns (11th), Blade Barrier (13th), Insanity (15th), Mass Inflict Critical Wounds (17th), Canopic Conversion (19th; Doesn't require focus or material components, but cannot create mummy).

Bonus Feats: Blind-Fight, Combat Expertise, Extend Mystery, Iron Will, Quicken Mystery, Spell Penetration

Bloodline Powers:
-Corrupting Touch (Sp) At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
-Kyton Resistances (Ex): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.
-Evisceration (Su): At 9th level, with a gesture you can violently rip at a foe's flesh, dealing 1d4 + 1/4 your shadowblood mage level Constitution damage. Victims can resist this effect with a Fort Save. The DC of this save is equal to 10 + 1/2 your shadowblood mage level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
-Graft Flesh (Su): At 15th level, you may graft any bit of flesh or bone harvested via Evisceration within the previous hour to your own body as a full-round action that provokes an attack of opportunity. Doing so grants you the effects of a heal and a restoration spell, caster level equal to your shadowblood mage level. You may use this once per day.
-Power of the Eremite (Su): At 20th level, your form becomes infused with vile power. You gain immunity to cold, fear, non-lethal damage, and pain. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet. In addition, your graft flesh now grants you the effects of a heal and a greater restoration spell.
Special: For the purpose of equivalency, consider this to be the Infernal Bloodline.

Nightshade Bloodline
Generations ago, a nightshade's influence was left upon your heritage.

Bonus Mysteries: Cause Fear (3rd), Bull's Strength (5th), Contagion (7th), Inflict Critical Wounds (9th), Cone of Cold (11th), Transformation (13th), Finger of Death (15th), Mass Inflict Critical Wounds(17th), Energy Drain(19th).

Bonus Feats: Empower Mystery, Greater Sunder, Improved Sunder, Power Attack, Quicken Mystery, Vital Strike

Bloodline Powers:
-Claws (Ex): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become frost weapons, each dealing an additional 1d6 points of cold damage on a successful hit. This is a supernatural ability. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier.
-Nightshade Resistances (Ex): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.
-Strength of the Night (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.
-Personal Desecrating Aura (Su): Starting at 15th level, you are treated as if under the effects of a desecrating aura, with a caster level equal to your shadowblood mage level, granting you a +1 profane bonus on attack and damage rolls and saving throws, as well as +1 hit points per die. This can be negated by dispel evil, but it can be reactivated on your turn as a free action. This aura suppresses and is suppressed by consecrate or hallow; both effects are negated within any overlapping area of effect.
-Walker in the Night: At 20th level, your form takes on an appearance reminiscent of nightwalkers (or another type of nightshade) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.

Special: For the purpose of equivalency, consider this to be the Abyssal Bloodline.

Shadow Bloodline
Your blood harkens back to shadow itself. The blood of a creature of shadow or a mystery user flows through your veins.
Bonus Mysteries: Silent Image (3rd), Blur (5th), Deeper Darkness (7th), Shadow Conjuration (9th), Shadow Evocation (11th), Shadow Walk (13th), Greater Shadow Conjuration (15th), Greater Shadow Evocation (17th), Shades (19th).

Bonus Feats: Blind-Fight, Dodge, Shadow Cast, Shadow Reflection, Stealthy, Windstance.

Bloodline Powers:
-Wall of Darkness (Su): You can summon a thin wall of shadow anywhere within 30'. The wall is 1 foot thick and no bigger than 10 feet in any other dimension. This wall lasts for 1 round and obscures vision giving 20% concealment in both directions. Creatures passing through the wall must make a Will save to avoid becoming disoriented (dazed) for the remainder of their turn. The concealment effect of the wall always works but a creature can only be affected by the disorienting effect once per day. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
-Umbral Sight (Su): At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.
-Shadowstep (Su): At 9th level, as long as the shadowblood mage is in any area of shadowy illumination he can step into and move through the Plane of Shadow as a standard action. Every round spent moving though the Plane of Shadow, the sorcerer moves up to 50' in the Material Plane. A shadowblood mage can spend up to 1 round per level in the Plane of Shadow and the duration does not need to be consecutive. When returning to the Material Plane the shadowblood mage appears in a random unoccupied location within a 10' square. This ability is otherwise similar to the shadow walk spell.
-Enveloping Darkness (Sp): At 15th level, you may create an area of deeper darkness that you can see through without penalty. All creatures except you are entangled within this darkness unless using freedom of movement or a similar effect. You may use this ability once per day.
-Cloak of Shadow (Su): At 20th level the barrier between the Plane of Shadow and a shadowblood mage with this bloodline blurs forming a cloak of shadows around the shadowblood mage. The cloak of shadows is a 10' radius effect anywhere except full natural daylight where it's reduced to 5'. The sorcerer has full concealment against anyone outside the cloak of shadow but his vision is unimpaired. Illusions whose area effect is within the cloak of shadow are partially real and much more difficult to disbelieve. The DC to disbelieve illusions within the cloak increases by 2 and any quasi real effects are 20% more real then normal (this supercedes but does not stack with Deeper Shadows or any other similar ability) as long as they remain within the cloak. The cloak of shadows lowers the ambient light level by one level and is equivalent to a 9th level effect for the purposes of raising the light level. A shadowblood mage can suppress this effect at will.

Shadow Angel Bloodline
Your bloodline is both blessed and cursed, your lineage tracing back to a shadow angel.

Bonus Mysteries: Bless (3rd), Alter Self (5th), Magic Circle against Evil (7th), Elemental Body I (9th; Shadow Elemental Only), Elemental Body II (11th; Shadow Elemental Only), Elemental Body III (13th; Shadow Elemental Only), Banishment (15th), Sunburst(17th), Time Stop(19th).

Bonus Feats: Dodge, Extend Mystery, Improved Initiative, Iron Will, Mobility, Still Mystery.

Bloodline Powers:
-Shadowy Fire (Sp): At 1st level, you can unleash a ray of black fire a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two shadowblood mage levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your shadow fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
-Shadow Adaptation (Ex): At 3rd level, you gain resist resist cold 5 and darkvision out to 15ft.. At 9th level, your resistance increases to 10 and your vision out to 30ft. If you already have darkvision, it is increased by these amounts.
-Wings of Forlorn Heaven (Su): At 9th level, you can sprout black feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
-Conviction: At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
-Umbral Ascention: At 20th level, you become fully infused with the power of the shadow angels. You gain:

Immunity to cold, illusions, blindness and deafness.
Darkvision out to 60ft.
Unlimited use of the Wings of Forlorn Heaven ability.
The ability to speak with any creature that has a language (as per the tongues spell).
Count as a good-aligned creature native to the plane of shadow for the purpose of beneficial effects.

Special: For the purpose of equivalency, consider this to be the Celestial Bloodline.

Umbral Draconic Bloodline
At some point in your family's history, an umbral dragon interbed into your bloodline, and now it's ancient power mingles with your mysteries.

Bonus Mysteries: Mage Armor (3rd), Darkness (5th), Fly (7th), Fear (9th), Spell Resistance (11th), Form of the Dragon I (13th; Umbral Dragon Only), Form of the Dragon II (15th; Umbral Dragon Only), Form of the Dragon III(17th; Umbral Dragon Only), Shades (19th).

Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Mystery, Toughness.

Bloodline Powers:
-Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of negative energy damage on a successful hit. This negative energy damage does not heal undead. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
-Dragon Resistances (Ex): At 3rd level, you gain resist 5 cold and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
-Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon is a 30ft. cone that deals 1d6 points of negative energy damage per shadowblood mage level. This negative energy damage does not heal undead. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your shadowblood mage level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
-Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
-Power of the Umbral Wyrm (Su): At 20th level, your umbral dragon heritage becomes manifest. You gain immunity to paralysis, sleep, and cold. You also gain blindsense 60 feet.
Special: For the purpose of equivalency, consider this to be the draconic bloodline. When multiclassing between this class and another class that possesses a bloodline, augment the draconic bloodline powers of the other class as appropriate.

Undead Bloodline
The taint of the grave runs through your family. Your mysteries pull from deeper in the plane of shadow than most, touched by the energies of the negative energy plane.

Bonus Mysteries: Chill Touch (3rd), False Life (5th), Vampiric Touch (7th), Enervation (9th), Waves of Fatigue (11th), Major Curse (13th), Finger of Death (15th), Horrid Wilting (17th), Energy Drain (19th).

Bonus Feats: Diehard, Endurance, Iron Will, Nocturnal Caster, Shadow Vision, Toughness.

Bloodline Powers:
-Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your shadowblood mage level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your shadowblood mage level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
-Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.
-Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per shadowblood mage level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your shadowblood mage level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
-Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per shadowblood mage level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your mysteries deal only half damage to corporeal creatures. Mysteries and other effects that do not deal damage function normally. You can use this ability once per day.
-One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.

Void-Touched Bloodline
Your mysteries draw upon the darkness that lies between the stars, rather than the plane of shadow.

Bonus Mysteries: Unseen Servant (3rd), Glitterdust (5th), Blink (7th), Call Lightning Storm(9th; dealing half of their damage as cold damage, damage increased outdoors at night), Overland Flight (11th), Eyebite (13th), Reverse Gravity (15th), Greater Prying Eyes(17th), Meteor Swarm(19th; deals cold damage instead of fire).

Bonus Feats: Blind-Fight, Dodge, Iron Will, Line of Shadow, Quicken Mystery, Reach Mystery

Bloodline Powers:
-Black Motes (Sp): At 1st level, you can summon a rain of tiny ebon meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 points of cold damage + 1 per 2 shadowblood mage levels. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your shadowblood mage level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
-Voidwalker (Ex): At 3rd level, you gain low-light vision and resist cold and fire 5. At 9th level, you no longer need to breathe, as if wearing a necklace of adaptation.
-Voidfield (Sp): At 9th level, you can create an area influenced by the black void. This ability acts as an ice storm, except the area is also subject to deeper darkness for 1 round per four sorcerer levels. You may use this ability once per day at 3rd level, and one additional time per day for every three additional levels.
-Breaching the Gulf (Sp): At 15th level, your caster level is increased by 3 when casting mysteries of the teleportation subschool. In addition, once per day you can teleport a single creature within 30 feet into the void of space if it fails a Will save. The save DC is equal to 10 + 1/2 your shadowblood mage level + your Charisma modifier. The target can attempt a new saving throw as a full-round action each round to return. While trapped in the airless void, the target suffers 6d6 points of cold damage per round and must hold its breath or begin to suffocate.
-Voidborn (Ex): At 20th level, you gain immunity to cold and blindness, and you can see perfectly in natural or magical darkness. In addition, you gain fast healing 1 when you are outdoors at night.

Coranho
2014-10-23, 09:22 PM
These both look amazing, but I have two suggestions.

First: Witches get access to Major Hexes at level 10, not "at level 12; I would adjust this downwards a bit because the concept seems to be taken from the Witch class and sticking it two levels later just feels a bit clumsy.

Second: Mysteries and Fundamentals are directly referencing the Shadowcaster Gdoc and aren't actually contained in your post - this is not really a problem since you linked the Gdoc, but the format of the Shadowcaster document was annoying and having to flip between browser tabs wasn't the most enjoyable thing to do while evaluating. If you have the time, I'm sure others would appreciate a list of the Mysteries and Fundamentals placed in spoiler tags in your post.

Xuldarinar
2014-10-24, 03:14 AM
I appreciate the feedback.


These both look amazing, but I have two suggestions.

First: Witches get access to Major Hexes at level 10, not "at level 12; I would adjust this downwards a bit because the concept seems to be taken from the Witch class and sticking it two levels later just feels a bit clumsy.


Well, I picked 12th level because of when mysteries are acquired in this class. Requiring 2 to access a higher level. In essence, an inritite would have by 20th level: 2 1st, 2 2nd, 2 3rd, 2 4th, 2 5th, and 1 6th. For me to change the levels, I need to change the pacing of the acquisition of mysteries. Having them at the even levels permits me to have 'dead' levels, as they are still acquiring something at these levels, an additional mystery. I don't think it is a bad idea mind you, I just need to find a way to change the pacing of acquisition of mysteries for it. Thats what I think anyways.




Second: Mysteries and Fundamentals are directly referencing the Shadowcaster Gdoc and aren't actually contained in your post - this is not really a problem since you linked the Gdoc, but the format of the Shadowcaster document was annoying and having to flip between browser tabs wasn't the most enjoyable thing to do while evaluating. If you have the time, I'm sure others would appreciate a list of the Mysteries and Fundamentals placed in spoiler tags in your post.

Well, are you suggesting a full list of mysteries in a spell-list format, or do you advise actually typing out the mystery descriptions? Either is a worthy thing to do, but the former is certainly a lot easier and less time consuming than the latter, given there are 111 mysteries between Tome of Magic, Urban Magic, and the document I made reference to.

peacenlove
2014-10-24, 02:53 PM
You invoke mystical secrets called mysteries. You gain 1 mystery at 1st level, 2nd level, 4th level and every class level thereafter. Up to 7th level you can learn only apprentice mysteries. At 8th level, you gain access to initiate mysteries and at 14th level you gain access to master mysteries. You can choose your new mystery from any category you have access to (including fundamentals).
-Shadow Magic progresses in very specific stages. You may not “jump ahead” in a path, although you do not need to complete a path if you do not wish to. Within a category (apprentice, initiate, master), you can only learn mysteries of a new level if you have learned at least 3 mysteries of a previous level (it doesn't matter whether they are 3 different mysteries or 1 mystery selected 3 times, see below), and you must know all previous mysteries within a path to select a mystery from that path. However you can always select the first mystery in a path of a category you have access to, even if you didn't complete the lower category paths.

This means that a shadowblood mage cannot ever learn 3rd and 6th level mysteries. (he gains 6 mysteries per category, spread out to 2 spell levels). He cannot complete paths as a result.


Second: Mysteries and Fundamentals are directly referencing the Shadowcaster Gdoc and aren't actually contained in your post - this is not really a problem since you linked the Gdoc, but the format of the Shadowcaster document was annoying and having to flip between browser tabs wasn't the most enjoyable thing to do while evaluating. If you have the time, I'm sure others would appreciate a list of the Mysteries and Fundamentals placed in spoiler tags in your post.

While I abandoned the project 2 years ago, I could make organization edits to the doc. What exactly was frustrating about the format?

Will give full review of Shadowblood mage when able.

Xuldarinar
2014-10-24, 03:15 PM
Glad to see a comment out of you.


This means that a shadowblood mage cannot ever learn 3rd and 6th level mysteries. (he gains 6 mysteries per category, spread out to 2 spell levels). He cannot complete paths as a result.


Though lacking clarification within the text, something I should correct, I must direct you to the Bloodline class feature. The spells acquired are treated for all intents and purposes as mysteries though that feature, one intention of which is to have them count toward in this matter (6 mysteries + 3 bloodline mysteries per category). I recognize my wording may not get this across so it is something that does need fixed.



While I abandoned the project 2 years ago, I could make organization edits to the doc. What exactly was frustrating about the format?


I'll leave that question to be answered by the one who found it frustrating.


Will give full review of Shadowblood mage when able.

Thank you very much.

Coranho
2014-10-25, 12:23 AM
While I abandoned the project 2 years ago, I could make organization edits to the doc. What exactly was frustrating about the format?

My biggest issue was that you have such a massive document, but your tables (and other references to what the tables reference) don't contain hyperlinks to the sections of the document they reference for a person trying to absorb all that content and navigate through it quickly... This may not be something fixable without downloading a PDF version and adding hyperlinks in and then uploading it to a different source (given that I'm not sure how Gdocs handles such features as line-tagging an in-document hyperlink; adding a page number in parentheses for references would work if hyperlinks aren't feasible).

Basically I was like. "Scrolling..."

As for actually adding a list of mysteries to the post; spell-like format works - I was just thinking it would help players get an idea of the mechanics behind the fluff involved without digging through a 97 (yikes) page document on Shadowcaster.

Xuldarinar
2014-10-25, 05:00 AM
I constructed a list of all mysteries, but there wasn't enough space in the OP so I am dropping it here.

Mystery-List
For reference, all mysteries between the Tome of Magic (ToM), Urban Magic (http://archive.wizards.com/default.asp?x=dnd/we/20070307a&dcmp=ILC-RSSDND) (UrM), and Complete Shadow (CS).

FUNDAMENTAL MYSTERIES
Arrow of Dusk: Ray deals 2d4 nonlethal, x3 crit.
Black Candle: As the spell darkness or light.
Caul of Shadow: Shadows grant deflection bonus to AC.
Liquid Night: Create ink by manifesting surrounding shadows.
Mystic Reflections: As the spell detect magic.
Shadow Hood: Subject takes -1 penalty on attack rolls and Dexterity-based checks.
Sight Obscured: +5 bonus on Stealth, Slight of Hand, or other checks to conceal your movements, actions, or presence
Umbral Hand: As the spell mage hand, but can affect heavier objects and magic items.
Widened Eyes: Gain low-light vision.

APPRENTICE PATH MYSTERIES
CLOAK OF SHADOWS (ToM)
1 Steel Shadows: Gain +3 armor and +3 shield bonus to AC.
2 Sight Eclipsed: Hide even when observed.
3 Sharp Shadows: Foes striking you take piercing damage.

DARK TERRAIN (ToM)
1 Carpet of Shadow: Transform the ground into shadow stuff, impeding movement.
2 Black Fire: Create fire in several squares that deals cold damage.
3 Clinging Darkness: Root foes in place

EBON WHISPERS (ToM)
1 Voice of Shadow: As the spell command, but also affecting intelligent undead and constructers.
2 Congress of Shadows: Hold two-way conversation at a distance.
3 Flicker: Flash through several locations via conduits of shadow.

EYES OF DARKNESS (ToM)
1 Bend Perspective: Change point of view, as though you were standing elsewhere.
2 Piercing Sight: Gain darkvision 60 ft. and see invisible creatures.
3 Killing Shadows: Gaze attack that deals damage.

NIGHT'S LONG FINGERS (UrM)
1 Quicker than the Eye: Gain bonus on Sleight of Hand checks; use Sleight of Hand at a distance.
2 Trail of Haze: Touched target emits a trail of shadowy mist only you can see.
3 Umbral Fist: Make special attacks at a distance.

SHUTTERS AND CLOUDS (ToM)
1 Dusk and Dawn: Create an area of shadowy illumination.
2 Shadow Skin: Thicken your flesh with the power of shadow.
3 Dancing Shadows: Make subjects harder to hit.

TOUCH OF TWILIGHT (ToM)
1 Life Fades: Deal nonlethal damage and cause fatigue.
2 Flesh Fails: Deal minor ability damage.
3 Umbral Touch: Deal damage and slow with a touch.

TWILIGHT EVANGELIST (CS)
1 Hidden from evil: As protection from evil but grants concealment and bonuses to skills.
2 Acolyte’s Charm: Creature must save or try its best to take you out of the fight with non-lethal damage.
3 Victorious Prophecy: Good creatures gain +1 bonus to various rolls, evil creatures are demoralized. Bardic music and allied spells with verbal components are enhanced.

UMBRAL MIND (ToM)
1 Mesmerizing Shade: Daze subject for 1 round or cause -1 penalty on attack rolls, checks, saves.
2 Thoughts of Shadow: Briefly enhance mental abilities.
3 Afraid of the Dark: Create a shadowy reflection of the subject that deals ability damage.

INITIATE PATH MYSTERIES
BENEVOLENT SHADOWS (CS)
4 Hidden from Evil, Mass: Aura confers concealment, awareness and stealth as well as replicating the hidden from evil mystery.
5 Twilight Aura: Target benefits more from healing, and is warded vs. evil and negative energy.
6 Light from Darkness: Bolt dispels darkness and illusions, deals damage and sickens evil creatures, more against undead

BLACK MAGIC (ToM)
4 Warp Spell: Steal the energy of another caster's mystery or spell.
5 Echo Spell: Repeat a mystery or spell cast in the previous round.
6 Flood of Shadow: Casting in area is difficult; shadow mysteries and spells are empowered.

BODY AND SOUL (ToM)
4 Bolster: Grant subject temporary hit points.
5 Languor: Shadows weigh subjects down.
6 Shadow Investiture: Grant subject cold resistance 15, evasion, and ability to see in darkness.

DARK CREATION (CS)
4 Shadow Conjuration: As per the Shadow Conjuration spell
5 Black Summons: Creates area where only dark creatures can be summoned.
6 Shadow Conjuration, Greater: As per the Greater Shadow Conjuration spell

DARK JUSTICE (CS)
4 Smiting Darkness: Darkness that good creatures can see through, evil creatures inside is dealt more damage.
5 Cloak of Retribution: Damages and disorients attackers, grants bonuses to attacks, intimidate checks, sheds light or darkness.
6 Inquisitor’s Verdict: Creature in close range is silenced, reverts back in its natural form and all illusions are dispelled.

DARK REFLECTIONS (ToM)
4 Shadow Evocation: Mimic evocation below 5th level, but only 20% real.
5 Feign Life: Animate objects and give them concealment.
6 Shadow Evocation, Greater: Mimic evocation below 7th level, but only 60% real.

DARKENED ALLEYS (UrM)
4 Fearful Gloom: Area of shadow causes fear in all who enter.
5 Sickening Shadow: Area of shadow causes illness in all who enter.
6 Deadly Shade: Area of shadow enhances or dampens damage dealt within.

EBON ROADS (ToM)
4 Step into Shadow: Short-range travel through shadow.
5 Pass into Shadow: As the spell plane shift, but must involve the Plane of Shadow.
6 Voyage into Shadow: As the spell shadow walk, but faster.

ELEMENTAL SHADOWS (ToM)
4 Aura of Shade: Sobject is protected from cold and deals cold damage with attacks.
5 Dark Air or Water: As the spell control winds or control water.
6 Shadow Storm: Arcs of cold and electricity strike multiple targets.

PLANAR NIGHTS (CS)
4 Nights Away: As attune form.
5 Black Grip: Teleport an enemy close to you.
6 Planar Disjunction: As anticipate teleport but faster and more information gained.

UNBINDING SHADE (ToM)
4 Shadows Fade: As the spell dispel magic.
5 Unravel Dweomer: As the spell break enchantment.
6 Shadows Fade, Greater: As the spell greater dispel magic.

VEIL OF SHADOWS (ToM)
4 Shadow Vision: Subject takes penalties on most actions and has 50% miss chance.
5 Curtain of Shadows: Block line of sight and deal cold damage.
6 Unveil: Remove many adverse conditions.

MASTER PATH MYSTERIES
BREATH OF TWILIGHT (ToM)
7 Life Fades, Greater: As the mystery life fades, but more potent and affecting more subjects.
8 Flesh Fails, Greater: As the mystery flesh fails, but more potent and affecting more subject.s
9 Ephemeral Storm: Targets must save or die, success results in 5d6 damage.

DARK METAMORPHOSIS (ToM)
7 Ephemeral Image: Create a shadow duplicate through which you can cast your magic.
8 Umbral Body: Transform into an incorporeal being of shadow.
9 Shadow Time: At freely for 3 rounds.

DARKNESS BOREALIS (CS)
7 Grasp of Ice: Freeze an opponent
8 Frost Armor: Protect and retaliate against attacks with an icy armor
9 Absolute Zero: Entrap your foes into frigid ice

EBON WALLS (ToM)
7 Prison of Night: Entrap subject in a shadow prison.
8 Tomb of Night: Prison of shadow drains levels from subject inside.
9 Consume Essence: Slay creature and instantly reanimate it as a dark creature under your control.

EYES OF THE NIGHT SKY (ToM)
7 Truth Revealed: As the spell true seeing, but with additional, but possibly misleading, information.
8 Far Sight: As the spell greater scrying, in conjunction with the mystery truth revealed.
9 Reflections of Things to Come: Gain limited insight into the future.

HEART AND SOUL (ToM)
7 Dark Soul: Compel a subject to attack a target of your choice.
8 Soul Puppet: As the spell dominate monster.
9 Shadow Surge: As the spell dominate monster, but affects multiple targets for 1 round.

REALITY OF SHADOWS (CS)
7 Lost Continent: As the screen spell.
8 Echo Spell, Greater: As echo spell but with fewer limitations.
9 Reflection of Power: As Shadow evocation or Shadow conjuration but 80% reality and up to 8th level spells are mimicked.

REPENTANT DARKNESS (CS)
7 Umbra Angelus: You become briefly a dark angel.
8 Burning Sins: Evil targets in an area take half of the damage you would normally suffer and their defenses are lowered.
9 Purifying Ray: Target takes a great amount of holy damage, no spell or protection can block it.

SHADOW ARCANA (CS)
7 Magic Denial: As antimagic ray.
8 Umbral Disruption: Weaken the spell casting of an enemy.
9 True Shadows Fade: As Reaving Dispel.

SHADOW CALLING (ToM)
7 Summon Umbral Servant: Summon shadow elementals to serve you.
8 Shadow Plague: A cloud of shadowy energy deals 4d6 cold damage/round.
9 Army of Shadow: Summon shadow elementals to serve you.

SHADOWSCAPE (UrM)
7 Grasping Shadows: Tendrils grapple foes and cause blindness.
8 Menagerie of Darkness: Transform nearby animals and vermin into shadow creatures and gain control over them.
9 Black Labyrinth: Shift portions of the real world into Shadow and vice-versa, creating a bewildering array of effects.

THE SHADOW THAT WAS (CS)
7 Shadow vestiges: Summon visages whenever the target is attacked by magic.
8 Burning power: Targets enter a mindless killing frenzy and then they die.
9 Last Word: Scramble completely beneficial divine magic.