Anar
2014-12-25, 05:05 AM
Role: The role of the Shadow Magus is more or less the hit and run sneak-thief or a mid ranged caster and well suited for scouting or being a strategist. It gets access to buff and debuff and utility spell-like abilities.
Alignment: Any.
Hit Die: d8.
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
Bluff (Cha), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Fly (Dex), Knowledge (Planes) (Int), Knowledge (Arcana) (Int), Knowledge (__) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Sleight of Hand (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Shadow Jump
Mysteries
1st
+0
+0
+2
+2
Shadow Pool, Apprentice of Mysteries
1
2nd
+1
+0
+3
+3
Shadow Jump
30ft
3rd
+2
+1
+3
+3
4th
+2
+1
+4
+4
60ft
2
5th
+3
+1
+4
+4
Umbral Sight
6th
+4
+2
+5
+5
90ft
7th
+5
+2
+5
+5
3
8th
+6/+1
+2
+6
+6
120ft
9th
+6/+1
+3
+6
+6
Sustaining Shadow (eat,sleep,breathe)
10th
+7/+2
+3
+7
+7
Initiate of Mysteries
150ft
4
11th
+8/+3
+3
+7
+7
12th
+9/+4
+4
+8
+8
180ft
13th
+9/+4
+4
+8
+8
5
14th
+10/+5
+4
+9
+9
210ft
15th
+11/+6/+1
+5
+9
+9
Sustaining Shadow (poison, disease, aging)
16th
+12/+7/+2
+5
+10
+10
240ft
6
17th
+12/+7/+2
+5
+10
+10
18th
+13/+8/+3
+6
+11
+11
Master of Mysteries
270ft
19th
+14/+9/+4
+6
+11
+11
Visage of Ahriman
20th
+15/+10/+5
+6
+12
+12
Subtle Shadows
300ft
Class Features
The following are the class features of the shadow magus.
Weapon and Armor Proficiency:
A shade is proficient with all simple weapons, as well as with light armor, but no shield proficiency.
Shadow Pool:
Accumulate a pool of shadow power that can be used to manipulate, alter, and grant special effects and abilities for them to use. The pool is level + Wis Mod. This pool regenerates every day after rest.
Mysteries:
Shadow Magus have access to Spell-Like Abilities, called mysteries that require the expendature of shadow points to cast. The Dc to overcome a mystery is 10+Mystery Level+Wis Mod
Apprentice of Mysteries - Access to lvl 1 mysteries at lvl 1, access to lvl 2 mysteries at lvl 4, access to lvl 3 mysteries at lvl 7. The cost of these mysteries is equal to their level
Initiate of Mysteries - Access to lvl 4 mysteries at lvl 10, access to lvl 5 mysteries at lvl 13, access to lvl 6 mysteries at lvl 16. The cost of all lvl 1 mysteries is 0pts and the cost of all lvl 2 mystereis is 1pt. All other costs are equal to their level
Master of Mysteries - The cost of all lvl 1 and lvl 2 mysteries are 0pts. The cost of all lvl 3 and lvl 4 mysteries are 2 pts.
Shadow Jump:
Starting at level 2 a shadow magus can disappear into an area of dim light or darker and come out another one 30ft away per day. Every 2 levels after they can add an additional 30 ft. This ability can be broken up by any increment of 10ft
Umbral Sight:
30'Darkvision; for 1pt a shadow magus may grant umbral sight to an ally for 1 minute per level
at lvl 11 umbral sight extends to 60' and can pierce magical darkness. At level 17 can percieve through darkness as if in bright light and gain blindsense 30ft w/in dim light or darker areas.
Sustaining Shadow:
At lvl 9 a shadow magus no longer requires the need to eat sleep or breathe (must still rest for 1 hour to regain shadow points). At lvl 15 the shadow magus also becomes immune to non magical poison, diseases, and the negative effects of aging.
Visage of Ahriman:
A shadow magus' soul is now native to the plane of shadow. If they are ever slain their body disperses into wisps of black smoke and fade away. Within 24 hours their body appears at a random loacation within the Plane of Shadow and 24 hours after that they are resurrected as if by the True Resurrection spell.
Subtle Shadows:
Mysteries cast are given the subtle feat and upon killing an enemy the creature comes back as a shade/shadow of the same HD under the Shadow Magus' control.
List of Mysteries to be added
example of mysteries
Path 1
1) Shadow Weapon
2) Ranged Shadow Weapon
3) Delay Damage from this weapon
4) Weapon Dazes/Blinds
5) Shadow Weapon chains to other targets
6) Shadow Weapon deals STR dmg
Mystery Paths are designed to be Versatile and can be used individually or in conjunction with one another.
Alignment: Any.
Hit Die: d8.
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
Bluff (Cha), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Fly (Dex), Knowledge (Planes) (Int), Knowledge (Arcana) (Int), Knowledge (__) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Sleight of Hand (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Shadow Jump
Mysteries
1st
+0
+0
+2
+2
Shadow Pool, Apprentice of Mysteries
1
2nd
+1
+0
+3
+3
Shadow Jump
30ft
3rd
+2
+1
+3
+3
4th
+2
+1
+4
+4
60ft
2
5th
+3
+1
+4
+4
Umbral Sight
6th
+4
+2
+5
+5
90ft
7th
+5
+2
+5
+5
3
8th
+6/+1
+2
+6
+6
120ft
9th
+6/+1
+3
+6
+6
Sustaining Shadow (eat,sleep,breathe)
10th
+7/+2
+3
+7
+7
Initiate of Mysteries
150ft
4
11th
+8/+3
+3
+7
+7
12th
+9/+4
+4
+8
+8
180ft
13th
+9/+4
+4
+8
+8
5
14th
+10/+5
+4
+9
+9
210ft
15th
+11/+6/+1
+5
+9
+9
Sustaining Shadow (poison, disease, aging)
16th
+12/+7/+2
+5
+10
+10
240ft
6
17th
+12/+7/+2
+5
+10
+10
18th
+13/+8/+3
+6
+11
+11
Master of Mysteries
270ft
19th
+14/+9/+4
+6
+11
+11
Visage of Ahriman
20th
+15/+10/+5
+6
+12
+12
Subtle Shadows
300ft
Class Features
The following are the class features of the shadow magus.
Weapon and Armor Proficiency:
A shade is proficient with all simple weapons, as well as with light armor, but no shield proficiency.
Shadow Pool:
Accumulate a pool of shadow power that can be used to manipulate, alter, and grant special effects and abilities for them to use. The pool is level + Wis Mod. This pool regenerates every day after rest.
Mysteries:
Shadow Magus have access to Spell-Like Abilities, called mysteries that require the expendature of shadow points to cast. The Dc to overcome a mystery is 10+Mystery Level+Wis Mod
Apprentice of Mysteries - Access to lvl 1 mysteries at lvl 1, access to lvl 2 mysteries at lvl 4, access to lvl 3 mysteries at lvl 7. The cost of these mysteries is equal to their level
Initiate of Mysteries - Access to lvl 4 mysteries at lvl 10, access to lvl 5 mysteries at lvl 13, access to lvl 6 mysteries at lvl 16. The cost of all lvl 1 mysteries is 0pts and the cost of all lvl 2 mystereis is 1pt. All other costs are equal to their level
Master of Mysteries - The cost of all lvl 1 and lvl 2 mysteries are 0pts. The cost of all lvl 3 and lvl 4 mysteries are 2 pts.
Shadow Jump:
Starting at level 2 a shadow magus can disappear into an area of dim light or darker and come out another one 30ft away per day. Every 2 levels after they can add an additional 30 ft. This ability can be broken up by any increment of 10ft
Umbral Sight:
30'Darkvision; for 1pt a shadow magus may grant umbral sight to an ally for 1 minute per level
at lvl 11 umbral sight extends to 60' and can pierce magical darkness. At level 17 can percieve through darkness as if in bright light and gain blindsense 30ft w/in dim light or darker areas.
Sustaining Shadow:
At lvl 9 a shadow magus no longer requires the need to eat sleep or breathe (must still rest for 1 hour to regain shadow points). At lvl 15 the shadow magus also becomes immune to non magical poison, diseases, and the negative effects of aging.
Visage of Ahriman:
A shadow magus' soul is now native to the plane of shadow. If they are ever slain their body disperses into wisps of black smoke and fade away. Within 24 hours their body appears at a random loacation within the Plane of Shadow and 24 hours after that they are resurrected as if by the True Resurrection spell.
Subtle Shadows:
Mysteries cast are given the subtle feat and upon killing an enemy the creature comes back as a shade/shadow of the same HD under the Shadow Magus' control.
List of Mysteries to be added
example of mysteries
Path 1
1) Shadow Weapon
2) Ranged Shadow Weapon
3) Delay Damage from this weapon
4) Weapon Dazes/Blinds
5) Shadow Weapon chains to other targets
6) Shadow Weapon deals STR dmg
Mystery Paths are designed to be Versatile and can be used individually or in conjunction with one another.