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Realms of Chaos
2007-05-20, 12:34 PM
Post 1: What is Project Shadow
Post 2: New Paths and Mysteries
Post 3: New Feats
Post 4: Path Mastery Feats
Post 5: Alternate Abilities
Post 6: Racial Substitution levels.
Post 7: New magic Items
Post 8: New Prestige Classes

Realms of Chaos
2007-05-20, 12:35 PM
What is Project Shadow?
Project Shadow is nothing official. It is just a personal effort to prove a point. That point is that enough support can make any class viable, so long as it has a decent flavor to deserve the support. I wanted to prove this theory on the Shadowcaster first, explaining the name project shadow.
As a case and point of my theory, let’s look at the warlock. As is written in Complete Arcane, it was relatively terrible, only useful for a few select invocations like fell flight. However, the flavor was so rich, it deserved the later support that it received. Later receiving support such as Eldritch Glaive from Dragon Magic, The Hellfire Warlock from the Fiendish Codex II, and even the Codex Advocare from Expedition to Castle Ravenloft helped to make it a much more viable option.
In the same way, I hope to show that the Shadowcaster, possessing a similar deep flavor, can be turned into a viable option through the creation of new material, rather than through actual changes to the class.

Realms of Chaos
2007-05-20, 02:06 PM
New Mysteries/Paths

Fundamentals:
Darkened Eyes: gain trapfinding ability.
Shadowy Touch: channel negative energy through your touch
Shadowstep: walk unbound for 1 round.

Apprentice Path Mysteries:

False Faces:
1 False Form: disguise your form with deceptive shadows.
2 Cursed Visage: curse a target through their face.
3 Faceless Shadow: destroy one target's face altogether.

Waking Nightmares:
1 Turbulent Dreams: one target is put to sleep.
2 Stuff of Nightmeares: summon one otherworldly creature to fight on your behalf.
3 Dark Will: Make your target sleepy and suggestable.

Voice from Beyond
1 Voices from Nowhere: as ventriloquism, except with sound emenating from several locations.
2 Beguiling Voice: control the actions of one individual.
3 Curse of Silence: mute and deafen 1 target.

Shaded Flame
1 Cursed Flame: damage one foe and ruin their reflexes.
2 Frigid Smoke: create a cloud of frozen air.
3 Invisible Pyre: creates an invisible trap of fire and shadows.

Out of Mind
1 Drain Awareness: steal one target's awareness of their surroundings possibly without them even realizing it.
2 Living Ghost: erases all memories of yourself from one target's memory.
3 Without a Trace: disappear even from magical sight.

Initiate Path Mysteries

Darkened Wards
4 Shadow Fortification: create a magical fortification in your surroundings.
5 Wall of Darkness: create an unbreakable barrier.
6 Dark aura: create an aura of fear to repel your enemies.

Infinite Eyes
4 Shadow Awareness: gain uncanny dodge and awareness of nearby creatures.
5 Dark Paranoia: read the thoughts of those who wander too close.
6 Contingent Shadow: cast 1 mystery as an immediate action.

Twisted Mockery
4 Warp Body: warp one creature for the better and the worst.
5 Walking Dead: animate the dead.
6 Twisted Summons: summon one creature and warp it into other creatures.

Master Mysteries

Dark Dreams
7 Treacherous Hoard: weigh down your opponents with treasure and possibly turn them into treasure.
8 Eternal Shade: steal the youth of others.
9 Desires Manifest: create varied and wondrous effects.

One with Naught
7 Thought of Oblivion: destroy one item.
8 Shadow Sequestration: temporarily banish one creature from reality.
9 Shadow Immersion: briefly become one shadow before dispersing into nothingness.

Beguiling Voice
Apprentice, Voice from Beyond
Level/School: 2nd/enchantment
Range: Touch
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

With a few words, bars, or grunts, you attract someone’s attention while capturing their loyalty.

For the duration of this mystery, the target of this spell acts helpful towards the Shadowcaster, but only in regards to what is asked of the target by the Shadowcaster. For example, a target that loathes the Shadowcaster may help them fight a dragon if asked but might jump at the chance to turn him in later, if not asked or ordered not too.

Blackened Eyes
Fundamental
Level/School: 1st/divination
Range: personal
Duration: 1 hour
Saving Throw: none
Spell Resistance: No

As your eyes are concealed in shadow, you see what others did not mean for you to find.

For the duration of this mystery, you gain the Trapfinding ability and may use your ranks in spot in place of your ranks in search, even if it is a cross-class skill.

Contingent Shadow
Initiate, Infinite Eyes
Level/School: 6th/Evocation
Range: Personal
Target: 1 mystery
Duration: 4 hours or until expended.

You invest a little energy into your shadow, just in case.

Once within the duration of this mystery, the shadowcaster can cast any given mystery as an immediate action.

Curse of Silence
Apprentice, Voice from Beyond
Level/School: 3rd/enchantment
Range: Close (25 ft. + 5 ft./2 levels)
Duration: Permanent or 1 round; see text
Saving Throw: Fortitude negates
Spell Resistance: no

You surround your foe with a layer of shadow to absorb all noise. Your opponent appears confused as they plunge into silence.
If the target succeeds on their saving throw, they are silenced and deafened for 1 round. If they fail, the effects of the Curse of Silence are permanent. At any time, as a standard action, the target may speak a special command word, causing the curse to end. The process of noise reentering their ears is not a pleasant one, however, dealing 1d6 sonic damage/level (maximum 10d6).

Cursed Flame
Apprentice, Shaded Flame
Level/School: 1st/ Evocation [flame]
Range: Close (25ft.+5ft./2 levels)
Duration: Instantaneous; see text
Saving Throw: Reflex Half
Spell Resistance: Yes

As you stretch out your hand, a gout of dim flame launches out from it towards your foe.

Your target takes 1d4 fire damage/2 class levels, or half of that with a successful reflex save. Any creature that fails their save takes a –2 circumstance penalty to all reflex saves for 1 hour.

Cursed Visage
Apprentice, False Faces
Level/School: 2nd/Necromancy
Range: Touch
Duration: Permanent (D)
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Shadows rush towards your opponents face, cursing them with misfortune.

The target of this mystery takes a -1/lcaster level penalty on all charisma-based skill-checks. In addition, the target's words do not carry the power to speak command words or verbal components of spells. Lastly, the target loses all extraordinary or supernatural enhancements to their sight or hearing (such as low-light vision, darkvision, and blindsight).

Dark Aura
Initiate, Darkened Wards
Level/School: 6th/Abjuration [Fear]
Range: Personal
Area: 5-foot emanation, centered on you
Duration: 1 round/level
Saving Throw: None or Will negates
Spell Resistance: Yes

Using fear as your shield, you construct an aura of shadows around you.

You are surrounded by an aura of palpable fear. No sentient creature can willingly walk within 5 feet of you. Creatures with an animal intelligence can if they make a will save and unintelligent foes are automatically unaffected. If you force the aura onto a foe, they must make a will save to avoid becoming panicked for 1 round. Either way, they are no longer affected by that aura for 24 hours (although a recasting would make them vulnerable once more).

Dark Paranoia
Initiate, Infinite Eyes
Level/School: 5th/Divination
Area: 5 ft/level radius, centered on the Shadowcaster.
Duration: 1 hour/level
Saving Throw: Will Negates
Spell Resistance: Partial; see text

From the shadows of those around you, you can hear their thoughts.

Whenever anyone walks into the area of this mystery, they must make a will save or have their surface thoughts read for 1 round/level as if through a detect thoughts spell. Any creature that makes their saving throw is immune to all further usages of Dark Paranoia made by the same shadowcaster for 24 hours.

Dark Will
Apprentice, Waking Nightmares
Level/School: 3rd/Enchantment (Compulsion) [Mind-Affecting]
Range: Medium (100 ft.+10 ft./level)
Duration: 1 hour/level (D)
Saving Throw: Will Negates
Spell Resistance: Yes

You relax your opponent’s mind and wear down their body. In this moment of weakness, you give them an order.

The target of this ability becomes Exhausted and is influenced to complete a course of activity (limited to a sentence or two). The order need not sound reasonable as long as it does not seem self-destructive. The forced activity can continue for the entire duration but if it can be completed in a shorter time, they immediately fall asleep upon completion. The target is aware of their weary condition (although they remain oblivious how it came about) and will therefore not complete a mission that would obviously make sleeping dangerous (such as climbing, flying, or swimming). Furthermore, the target’s shadow seems to lag behind them, as if lethargic, noticeable with a dc20 spot check.

Desires Manifest
Master, Dark Dreams
Level/School: 9th/Universal
Range: See Text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

Reaching into the darkest depths of shadow, you have found just what you needed.

Desires Manifest is the Shadowcaster’s answer to a Wizard’s Wish and a Cleric’s Miracle. Reaching deep into the plane of shadows and the other material planes that it shadows, you find your greatest desires.
Desires Manifest can imitate the below effects:

Create nonmagical items costing no more than 500 gp/level and weighing no more than 10 lbs./level. These items last for 1 week after leaving the Shadowcaster’s possession.
Imitate Any Apprentice or Initiate Mystery.
Gain an extra daily use of all other mysteries for 24 hours.
Imitate Any 3rd level or lower spell.
Revive 1 target from the dead, as the raise dead spell except that they come back at –8 hit points.
When This Mystery is used, the Shadowcaster’s Constitution score (or dexterity score, should they lack a Constitution score) is permanently lowered by 2.

Drain Awareness
Apprentice, Out of Mind
Level/School: 1st/Enchantment [Mind-Affecting]
Range: Medium (100ft.+10ft. /level)
Duration: 1 round/level (D)
Saving Throw: Will Negates; see text
Spell Resistance: Yes

With a few small gestures, your opponents lose awareness of their surroundings.

With this mystery, the Shadowcaster tries to drain the awareness of a creature within range. If that creature fails their will save, they take a –2 penalty on all wisdom-based skill checks, their AC, and their Attack Rolls. If they succeed, they make another will save. If they fail, they are completely unaware of this attempt at their awareness. If they succeed, they are aware of the attack and learn the general direction it came from. Any creature successfully affected by this mystery has their shadow shortened, noticeable to those who succeed on a dc 20 spot check.

Eternal Shade
Master, Dark Dreams
Level/School: 8th/Necromancy
Range: Touch
Target: Creature Touched
Duration: Instantaneous and 1 month
Saving Throw: None
Spell Resistance: Yes

Reaching out at your opponent with one hand, all that you touch is time’s shadow.

The touched creature takes 2d8 damage/level (maximum 40d8) as long as it is denied its dexterity modifier to its AC. If the target is killed by this mystery, you cease aging for 1 month. The duration of this secondary ability overlaps with itself. Only creatures with a metabolism can be affected by this mystery.

Faceless Shadow
Apprentice, False Faces
Level/School: 3rd/Transmutation
Range: Touch
Duration: Permanent; see text
Saving Throw: Fortitude Negates
Spell Resistance: Yes

The power of shadows flows over your opponent, eroding their features to leave but a blank slab.

This mystery destroys the target's face, which renders them unable to speak, eat, drink, breathe, listen, see, or smell. The interior of the head is similarly filled, meaning that cutting away some flesh does allow eating, for example. If the target previously had levels of a spellcasting class, they gain silent spell as a bonus feat (if they did not already possess it) for the duration of this mystery. In addition, the target gains blindsight out to up to 10 ft./level (minimum 10 feet, chosen by the mystery-user at the time of casting).
If the target is knocked unconscious due to starvation, thirst, or suffocation, the mystery ends immediately (although they may still die if not properly nourished).

False Form
Apprentice, False Faces
Level/School: 1st/Illusion
Range: Personal
Duration: 1 minute/level (D)

Shadows hide, eccentuate, and shift your features to change your appearance completely.

This mystery functions as the disguise self spell with two exceptions. First of all, the bonus to disguise checks is equal to 5+caster level. Secondly, the disguises made by this mystery cannot be used to imitate an individual.

Frigid Smoke
Apprentice, Shaded Flame
Level/School: 2nd/Evocation [cold]
Range: Close (25ft.+5t. /2levels)
Area: 10-foot radius
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

You will a gout of frozen smoke to emerge from the earth.

You create an area that distorts sight and makes breathing difficult like a regular cloud of smoke. In addition, any creature that starts their turn within 10 feet of the cloud take 1d6+1/level cold damage. The Shadowcaster is immune to all of this mystery’s effects.

Invisible Pyre
Apprentice, Shaded Flame
Level/School: 3rd/Evocation [flame]
Range: Close (25ft.+5ft. 2/levels)
Area: 1 five-foot square
Duration: 2 hour/level or until expended (D)
Saving Throw: Reflex half
Spell Resistance: Yes

With a few gestures, a small pyre sets itself up on the floor.

With this mystery, the Shadowcaster creates an invisible and silent pyre. The first time that a creature steps into this pyre, it erupts into flames, dealing 1d6/level damage to that creature and all creatures within a 20-ft. radius. Half of this damage is fire and half comes from pure shadowstuff and is therefore not subject to being reduced by resistance to fire-based attacks. Anyone within 10 feet of the flame can make a dc20 spot check to notice their shadows seem to act on another source of light. Likewise, anyone gazing on the flame with a see invisibility spell or similar effect sees a small, black ember burning in that square (although there is no other indication as to the mystery’s full effect).

Living Ghost
Apprentice, Out of Mind
Level/School: 2nd/Enchantment [Mind-Affecting]
Range: Touch
Duration: Permanent
Saving Throw: Will Negates
Spell Resistance: Yes

With a simple whim, all memories of you slowly snake out of the target’s psyche.

One minute after this ability is used, the target makes a will save. If they fail, all memories of you going back 1 minute/level are erased. The memories are changed to make the most sense out of the past events as possible (although the target may still think it unlikely). This effect can be removed via the Unveil mystery, the break enchantment spell (although doing so requires a caster level check with a –4 penalty), or with the limited wish, wish, or miracle spells.

Shadow Awareness
Initiate, Infinite Eyes
Level/School: 4th/Transmutation
Range: Touch
Duration: 1 round/level
Saving Throw: Fortitude Negates
Spell Resistance: Yes

As you instill the power of shadow into your target, lights and sounds seem more vivid to them and their awareness increases.

While this Mystery in effect, the target gains the uncanny dodge ability and automatically pinpoints the location of any living creature within 10 feet of them.

Shadow Fortification
Initiate, Darkened Wards
Level/School: 4th/Abjuration
Range: Touch
Duration: 1 hour/level
Saving Throw: See text
Spell Resistance: See text

Reaching to shadow, you fortify the area around you.

This powerful mystery allows a single small-scale defense, depending on the touched item. It can affect the area in up to a 20-foot radius of you and you are immune to all effects created.
Portal: If a portal is touched, it instantly tries to close itself if it is not already closed (using an effective strength score of 20 to do so. When closed, it places an arcane lock on itself. Saving Throw: None. Spell Resistance: None.
Floor: The floor is covered with an invisible grease-like liquid. Anyone running or charging across it does not get a reflex save to avoid its effects. Saving Throw: Reflex Negates; see text. Spell Resistance: None.
Ceiling: The Ceiling continually drips acid, dealing 2d4 acid damage to all who are below it each round, although this acid does not damage the structure or pool on the bottom. Saving Throw: Reflex Half. Spell Resistance: None
Wall: The wall’s hardness increases by 2, climb checks made to climb it have their dcs increased by 4, and the wall heals 5 hit points/level. Saving Throw: None. Spell Resistance: None.
Air: The Air is filled with dark mist that impedes sight and movement as a solid fog spell. Saving Throw: None. Spell Resistance: None

Shadow Immersion
Master, One with Naught
Level/School: 9th/Abjuration
Range: Personal
Target: You
Duration: 1d6+4 rounds

You allow shadow to flood into yourself, allowing you to achieve your full potential for a few moments of time.

While under this mystery, you back up your form with uncountable numbers of shadow forms ready to heal your wounds or take your place while empowering your shadows. In effect, you gain the following benefits.

Immunity to death effects.
DR 30/epic
Fast Healing 20
Spell Resistance (caster level+20)
Immunity to Cold, Electricity, Acid, and Fire
Metashadow feats have unlimited numbers of uses each day and do not increase the casting time of mysteries.

When the Shadowcaster is slain or the duration of the mystery ends, the Shadowcaster is absorbed into the shadows. As they aren't truly dying, no form of revival short of a wish or miracle will function on them.

Shadow Sequestration
Master, One with Naught
Level/School: 8th/Abjuration
Range: Touch
Target: Creature Touched
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes

Touching your target, you feel their pulse, hear their gasp, and then see nothing at all.

This mystery allows you to temporarily banish 1 creature into a small pocket of shadow at the edge of existence. When they reappear, they return to the same square (or are harmlessly moved to the nearest open square). While banished, all spell effects on the target’s person are suspended until they return.

Shadowstep
Fundamental
Level/School: 1st/Conjuration (Teleportation)
Range: Personal
Duration: 1 round
Saving Throw: None
Spell Resistance: No

You conjure a small patch of shadowstuff, helping you move through the battlefield unhindered.

During the round that this mystery is cast, you may move over difficult terrain with no penalty.

Shadowy Touch
Fundamental
Level/School: 1st/necromancy
Range: touch
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

As a soft black aura conceals your hand, you feel the power of the void run through it.

You must succeed on a melee touch attack to deal 1d3 negative energy damage. Undead are healed by this ability instead of damaged by it.

Stuff of Nightmares
Apprentice, Waking Nightmares
Level/School: 2nd/conjuration (summoning)
Range: Close (25 ft.+5 ft./2 levels)
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: No

You open a rift to a very dark place as you brace your mind for the aide you call upon.

Anywhere within range, you summon a creature of great destruction and fear. The exact creature you can summon depends on your caster level.
Caster level Creature Summoned
1st-5th Small Pseudonatural Shadow Elemental
6th-10th Medium Pseudonatural Shadow Elemental
11th-15th Large Pseudonatural Shadow Elemental
16th-20th Huge Pseudonatural Shadow Elemental
Ignore the normal prerequisites for the Pseudonatural template. As long as the being remains, it remains under the control of the shadowcaster that summoned it.

Thought of Oblivion
Master, One with Naught
Level/School: 7th/Transmutation
Range: Close (25ft+5ft./2levels)
Target: 1 object
Duration: Instantaneous
Saving Throw: None or Fortitude Partial
Spell Resistance: No

With a quick thought and momentary expenditure of energy, you force something into nothing.

This mystery allows you to completely destroy 1 object or construct that weighs up to 50lbs./level. Nonmagical items are granted no saving throws. Magical items and constructs are granted a saving throw with a –4 penalty. If a Magic Item succeeds, its hit points and hardness are each halved. If a Construct succeeds, they take only 1d6/level damage (maximum 20d6). An Item destroyed with this mystery leaves no trace behind save for their shadow, which remains for 24 hours and is noticeable with a dc15 spot check. Objects heavier than what this mystery can affect cannot be targeted by this mystery.
Note: Artifacts are immune to this mystery.

Treacherous Hoard
Master, Dark Dreams
Level/School: 7th/Transmutation
Range: Medium (100ft.+10ft./level)
Target: Up to 1 creature/2 levels
Duration: 1 round/level+ 1d4 rounds or Permanent (D); see text
Saving Throw: Fortitude or Will partial; see text
Spell Resistance: Partial; see text

Weaving shadow magic through coin after coin, you greatly increase your enemies burden.

Upon casting this mystery, all coins, gems, and art items on the targets have their weight multiplied by 10 (to a minimum of 1 pound apiece) for 1 round/level.
If any creature is rendered immobile by this new weight, they must make a Fortitude save or become petrified, transformed into a statue of semiprecious stones (worth 10 gp/5 pounds.)
Any creature not rendered immobile must make a will save or become dazed for 1d4 rounds.
Spell resistance protects against the petrification and daze but not against the multiplied weight of the valuables.

Turbulent Dreams
Apprentice, Waking Nightmares
Level/School: 1st/enchantment
Range: Close (25 ft.+5 ft./2 levels)
Duration: 1 hour (see text)
Saving Throw: will negates (see text)
Spell Resistance: Yes

You fill the mind of your foe with indescribable nightmares, forcing them into an involuntary sleep.

If the foe fails on their will save, they fall asleep. If they are waken up before the end of this mystery’s duration, they must make a second will save or take 1d4 wisdom damage.

Twisted Summons
Initiate, Twisted Mockery
Level/School: 6th/Conjuration (Creation)
Range: Close (25ft.+5ft./2 levels)
Duration: 1 round/level

Reaching into the inky darkness of shadows, you conjure forth a near duplicate to another creature.

This Mystery summons any living, corporeal creature with no more than 1 HD/level. That creature gains the dark template and all attacks made against it have a 20% miss chance but that creature gains no spell-like or supernatural abilities normal for that creature.
As a Full-Round action, The Shadowcaster can change the form of the summoned creature into another with no more than half the HD of the previous form.

Voices From Nowhere
Apprentice, Voice from Beyond
Level/School: 1st/Illusion
Range: Medium (100 ft.+10 ft./level)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You reach out around you, forcing sound from shadow. Focusing harder, you force the sound into your own voice.

This mystery functions as the Ventriloquism spell, except that your voice seems to come from up to 1 place/level.
Note: Despite the name of the mystery, no actual words are required.

Walking Dead
Initiate, Twisted Mockery
Level/School: 5th/Necromancy
Range: Close (25ft.+5ft./2 levels)
Target: 1 corpse
Duration: 1 day/level

Wrapping tendrils of darkness around a corpse, it gets raised in the air like a marionette.

This mystery animates the dead, as animate dead, with a couple of exceptions. First of all, only one corpse can be raised with each casting and there is no maximum number of HD that can be controlled in this way. In addition, skeletons created with this mystery are limited to 1 standard or move action each round while zombies take a –2 penalty on attack and damage rolls. Furthermore, as they are directly controlled rather than flushed with negative energy, undead created in this way are immune to both positive energy and negative energy effects (such as turning or rebuking). Lastly, at the end of this Mystery’s duration, the skeleton or corpse collapses into a pile of dust.

Wall of Darkness
Initiate, Darkened Wards
Level/School: 5th/Evocation [Force]
Range: Close (25 ft.+5 ft./2 levels)
Effect: a 10-ft. square wall.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

A wall of condensed shadow springs up where you desire, protecting you from the most dire of fates.

Wall of Darkness creates a completely opaque wall of force, through which only you can move. The Wall cannot move, is immune to all damage, and cannot be destroyed by most spells, such as dispel magic, disintegrate, or Mordenkainen’s disjunction. Rods of Cancelation similarly fail to destroy it. A Sphere of Anhilation, rather than destroying it, can pass through it as if it were not there.

Warp Body
Initiate, Twisted Mockery
Level/School: 4th/Transmutation
Range: Touch
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes

Sending the unstable energies of the Plane of Shadow down your arms, you warp the flesh of your target.

The touched target has their speed halved but gains a 50% chance of resisting any extra damage dealt by a critical hit or sneak attack.
In addition, the touched target takes 1d6 charisma damage +1/5 levels. They gain a +10 bonus on intimidate checks or Disguise Checks (chosen by the Shadowcaster at the time of casting). These bonuses do not apply when the skill is used against the Shadowcaster.

Without a Trace
Apprentice, Out of Mind
Level/School: 3rd/ Illusion [Glamer]
Range: Personal
Target: You
Duration: Concentration (up to 1 round/level)+1d4 rounds (D).

As you invoke this mystery, your physical appearance fades from existence for a short amount of time.

While this mystery is in effect, the Shadowcaster is completely invisible. See invisibility fails to reveal this ruse and True Seeing only succeeds with a dc 20 spot check. The Shadowcaster’s shadow remains, although far diminished, and can be located with a dc 30 spot check.

Realms of Chaos
2007-05-20, 02:15 PM
New Feats:

Talented Shadowcaster:
You have extended your talents further than most others.
Prerequisites: Shadowcaster level 1
Benefit: you gain 1 skill point. Whenever you gain another level of Shadowcaster, you gain an additional extra skill point.

Tainted Shadowcaster
Your taint aids you in the manifestation of mysteries.
Prerequisites: Shadowcaster level 1, Mild Taint
Benefits: you gain an extra daily use of all apprentice mysteries known.
If you have moderate taint, you also gain an extra daily use of all initiate mysteries known.
If you have severe taint, you also gain an extra daily use of all master mysteries known.

Unnatural Reflexes:
Shadows forewarn you of future dangers.
Prerequisites: Shadowcaster level 2
Benefit: As an immediate action, you may sacrifice a daily use of a mystery to gain a bonus on your next reflex save equal to the spell-level of the Mystery whose daily use was sacrificed.

Armored Shadow:
You can wear some armor with no problems.
Prerequisites: Shadowcaster level 1.
Benefit: you gain proficiency with light armor. While in light armor there is no chance of spell failure with mysteries and the armor check penalty is ignored.

Path Versatility:
You favor mysteries of equal power equally
Prerequisite: Shadowcaster level 1
Benefit: Whenever you gain another feat that boosts one apprentice path of mysteries, all apprentice paths are affected.
Special: This feat may be taken a second time once you have access to initiate mysteries and a third time once you have access to master mysteries. When you take it the second time, any feat that modified one initiate path affects all initiate path. When you take it the third time, any feat that modified one master path affects all master path.

Forceful Shadowcaster
You force your mysteries with sheer force of personality.
Prerequisite: Shadowcaster level 1
Benefits: You add your Charisma bonus (if any) to your intelligence score for the purpose of determining the highest level mystery you can cast.
Special: This feat can only be taken at 1st level.

Scholarly Shadowcaster
You have studied ways to increase a the virulence of a mystery
Prerequisite: Shadowcaster level 1
Benefits: You add your Intelligence bonus (if any) to your charisma score for the purpose of determining the dcs of mysteries you cast.
Special: This feat can only be taken at 1st level.

Insightful Shadowcaster
Your perception of the world has lent you the power you need to change it.
Prerequisites: Shadowcaster level 1, Wis 13
Benefits: You add your Wisdom bonus (if any) to your effective caster level when casting mysteries.
Special: This feat can only be taken at 1st level.

Shifting Shadows:
You can shift your power as you wish
Prerequisites: Shadowcaster level 5
Benefits: With 1 minute of focus, you may sacrifice a daily use of a mystery to gain an extra daily use of another mystery at least 2 spell levels lower.

Shadow Reserve
You can procure more power from shadows
Prerequisite: Shadowcaster level 1
Benefits: You gain a number of points equal to your combined intelligence and charisma modifier. By spending a number of points equal to the mystery’s level, the Shadowcaster can gain an extra use of that ability. A Shadowcaster can only use this feat to gain extra uses of mysteries at least one grade (fundamental, apprentice, initiate, master) less than the maximum grade that the Shadowcaster can use. 0-level mysteries cost 1 point.

Shadow Tome
You have emulated the Wizard’s ability to record your spells.
Prerequisites: Shadowcaster level 1, Liquid Night Fundamental
Benefits: You gain a tome of magic, resembling a Wizard’s spellbook. It costs half as much to add new pages and ink from Liquid Night is sufficient enough to negate the cost of ink. The tome itself gains a +2 bonus on all saving throws.
More impressively, whenever a Shadowcaster gains a new level, they learn an extra mystery, so long as its grade (fundamental, apprentice, initiate, master) is at least one less than the maximum grade that a Shadowcaster is capable of using.
New mysteries cannot be transcribed into the tome. Regaining mysteries takes 30 minutes instead of the normal 15 minutes and all mysteries within the tome are regained (as with the normal recovery of mysteries).
Special: This feat can only be taken at 1st level. In all other aspects, the tome imitates the wizard (including a sudden loss of access to mysteries if the tome is destroyed).

Shadow Resilience
You have learned how to call upon shadows for stamina
Prerequisites: Shadowcaster level 1
Benefits: 1/day, you may sacrifice a daily use of a 1st level or higher mystery as a swift action in order to heal life equal to the number of feats named Shadow Resilience that you possess.
Special: A Shadowcaster may take this as a bonus feat. This feat may be taken multiple times, its effects stack.

Master Dabbler
You can alter your mysteries to greater effect.
Prerequisites: ability to cast mysteries from at least 6 different paths, any metashadow feat
Benefits: whenever a metashadow feat other than still shadow is applied to a mystery, it gains a +1 bonus to caster level for each metashadow feat applied to it.

Path Mastery
You have learned to stick with your mystical studies until full fruition.
Prerequisites: ability to cast a 3rd, 6th, or 9th level mystery.
Benefits: Whenever you complete a path, you gain an extra daily use of the first mystery in that path. This applies both to past and future completed paths.
Special: This Feat may be taken as a bonus shadowcaster feat.

Shadow's Insight
Your spellcasting ability is enhanced within the shadows.
Prerequisites: Shadowcaster level 2
Benefits: While in shadowy illumination (but not in darker or brighter environments), the caster level of all mysteries you cast are increased by 1.
In addition, if both you and the target of a mystery you cast are in a single area of continuous shadowy illumination, the save dc for that mystery (if any) is increased by 1.
Special: This Feat may be taken as a bonus shadowcaster feat.

Realms of Chaos
2007-05-20, 02:25 PM
Path Mastery Feats:
A Shadowcaster faces a strange predicament. If they want more powerful mysteries, they must take from less paths, meaning less versatility. Some Shadowcasters have overcome this ability with special Path Mastery Feats, each requiring a complete path to function. Unless otherwise noted, all Path Mastery Feats are supernatural abilities.

Visage of Shadow:
Your power over the senses allows you certain privilages.
Prerequisites: ability to cast the Faceless Shadow mystery, Path Mastery
Benefits: you gain a +1 bonus on charisma-based skill checks and intelligent opponents take a -1 penalty on wisdom based checks made against you.
In addition, you may imitate any mundane sound as long as it is not louder than the equivelant of what 1 human/level could make, recognizable as unreal with a successful will save (dc 10 + 1/2 class level + Charisma modifier).

Nightmarish Master
Your nightmares have inured you to any fear in the waking world.
Prerequisites: ability to cast the Dark Will mystery, Path Mastery
Benefits: you gain immunity to fear effects.

Silent Speaker
You can speak to others without noise.
Prerequisites: ability to cast the Curse of Silence mystery, Path Mystery
Benefits: Once each hour, you may deliver a message of up to 1 word/level to another individual within 100 feet, so long as both you and the receiver remain in one uninterrupted area of shadow. This ability grants the receiver of the message no ability to communicate back along the same lines.
In addition, you gain bluff as a class skill (this is not a supernatural ability).

Hollow Being:
You have emptied much of your own essence into the shadows
Prerequisites: ability to cast the Without a Trace mystery, Path Mastery
Benefits: you take no penalties for hide and move silently checks made while moving, even if they are made while attempting to run or charge. All other limitations for the above skills still apply.

Ephemeral Palm
You have focused the more baleful of shadow energies into your hands.
Prerequisites: ability to cast the Invisible Pyre mystery, Path Mastery
Benefits: as a swift action, you may engulf your hands in shadowstuff for 1 round. While so engulfed, you gain a touch attack that deals 1d6 damage.

Astray in the Dark
You can fight from further away than other suspect.
Prerequisites: ability to cast the Umbral Fist mystery, Path Mastery
Benefits: on the first round of combat the range of your mysteries and your natural reach are both doubled. This only functions in areas no brighter than shadowy illumination.

Cloak and Dagger
Your mastery of defense and retaliation has been honed.
Prerequisites: ability to cast the Sharp Shadows mystery, Path Mastery
Benefits: While wearing no armor, you gain a +2 dodge bonus to AC.
While unarmed, any foe striking you with a non-reach melee weapon takes 1 point of piercing damage.

Blur of Shadows
You cause the very ground to buckle and ripple.
Prerequisites: ability to cast the Clinging Darkness mystery, Path Mastery
Benefits: As a move action, you may cause the world around you to distort, turning all adjacent squares into difficult terrain (this does not stack with preexisting difficult terrain) for 1 round.

Subtle Voice
You can communicate at a completely subconscious level.
Prerequisites: ability to cast the Flicker mystery, Path Mastery
Benefits: You can communicate telepathically at a range of 5 feet and gain a +2 bonus on intimidate checks.

Piercing Gaze
You can see what others can’t.
Prerequisites: ability to cast the Killing Shadows mystery, Path Mastery
Benefits: You gain darkvision out to 30 feet and can see through magical darkness out to that range. In addition, you may make a spot check as a swift action (this is not a supernatural ability).

Night’s Guard
Within the Darkness, none can harm you.
Prerequisites: ability to cast the Dancing Shadows mystery, Path Mastery
Benefits: While in shadowy illumination, you gain a +2 bonus on initiative checks and a +4 dodge bonus to AC.

Ephemeral Hand
You have learned how to channel shadow through your hands.
Prerequisites: ability to cast the Umbral Touch mystery, Path Mastery
Benefits: When making touch attacks, your reach increases by 5 feet.
In addition, each successful touch attack you make deals 1 nonlethal damage to its target, in addition to any other effects delivered by touch.

Esoteric Knowledge
Your have learned much from your time in the shadows.
Prerequisites: ability to cast the Afraid of the Dark mystery, Path Mastery
Benefits: You gain all knowledge skills as class skills (this is not a supernatural ability).
In addition, a number of times per day equal to your Intelligence bonus (if any), you may reroll a knowledge check. You must stay with the result of the reroll, even if it is worse than the original.

Ward of Dusk
The power of shadows that you command repel attacks away from you.
Prerequisites: ability to cast the Dark Aura mystery, Path Mastery
Benefits: as an immediate action, you may surround yourself with your own shadow, adding your charisma modifier as a deflection bonus to your AC against a single attack.

Shady Observer
Your paranoia has kept you alive. Now, your shadow can help.
Prerequisites: ability to cast the Contingent Shadow mystery, Path Mastery
Benefits: you cannot be flanked. In addition, you automatically know whenever a divination spell detects or targets you.

Twilight Warper
Your form has lost coherence, granting you certain benefits.
Prerequisites: ability to cast the Twisted Summons mystery, Path Mastery
Benefits: you gain immunity to ingested poisons and paralysis effects. In addition, given 10 minutes of work, you can fit through opening as small as 1 inch in diameter.

Dark Concealment
You can hide in the shadows you create.
Prerequisites: ability to cast the Deadly Shade mystery, Path Mastery
Benefits: while in an area of magical darkness, you become invisible.

Shady Magician
You have learned to harness both mysteries and magic.
Prerequisites: ability to cast the Flood of Shadows mystery, Path Mastery
Benefits: You gain use magic device as a class skill (this is not a supernatural ability).
In addition, you don’t take a –4 penalty when your mysteries interact with spells.

Shadow Renewal
You have learned to sustain yourself with the power of shadow.
Prerequisites: ability to cast the Shadow Investiture mystery, Path Mastery
Benefits: Whenever you are knocked below 0 health, you may sacrifice a daily use of a 1st-level or higher mystery to heal twice as much health as the level of the mystery. If your health is still under 0 health, this healing stabilized you.

Shadowy Imitator
You have learned the art of imitation from your command of shadows.
Prerequisites: ability to cast the Greater Shadow Evocation mystery, Path Mastery
Benefits: You may use Prestidigitation at will as a supernatural ability. In addition, you may give up a daily use of any mystery to imitate the effect of any 0-level arcane spell.

Dark Trekker
You can move in shadow without leaving openings.
Prerequisites: ability to cast the Voyage into Shadow mystery, Path Mastery
Benefits: While in shadowy illumination or darkness, you provoke no attacks of opportunity for movement.

Twilight Guard
Your power of shadow serves to protect you.
Prerequisites: ability to cast the Shadow Storm mystery, Path Mastery
Benefits: The first 2/level points of elemental damage you suffer each day are ignored.

Arcane Veil
You are protected from magical energies
Prerequisites: ability to caste the Greater Shadows Fade mystery, Path Mystery
Benefits: you gain Spell Resistance 11+class level.

Curtain of Shadow
You are protected by a veil of shadows.
Prerequisites: ability to cast the Unveil mystery, Path Mastery
Benefits: You gain concealment in all conditions other than bright daylight.

Shaded Supremacy
Your power over shadow empowers you however you do so choose.
Prerequisites: ability to cast the Desires Manifest Mystery, Path Mastery
Benefits: you gain a +4 enhancement bonus to one ability score of your choice. As a swift action, you can switch the affected ability score.

Twilight Ascendance
You have ascended to a state of almost pure shadow.
Prerequisites: ability to cast the Shadow Immersion mystery, Path Mastery
Benefits: 1 round/level each day, a Shadowcaster can become incorporeal. Starting or ending this ability takes a swift action and this duration need not all be used at once. In addition, once per day, as an immediate action, a Shadowcaster can merge with shadow, ignoring all damage from one source.

Escaping Shade
You can escape from the toughest of situations.
Prerequisites: ability to cast the Black Labyrinth mystery, Path Mastery
Benefits: as a swift action, a Shadowcaster can enter a state that helps them escape. First of all, their speed is doubled. In addition, animals and vermin cannot attack you. Lastly, you can move through crowds without any penalty. This ability deals you 2 nonlethal damage each round until you either fall unconscious or end the effect with another swift action.

Pull of the Grave:
You can pull others to their doom.
Prerequisites: able to cast the Ephemeral Storm mystery, Path Mastery
Benefits: Once per day, you can place a curse upon a foe within close range as a standard action. The next time within the next hour that they make a fortitude save to avoid a mystery or take ability damage/drain from a mystery, they roll two saving throws and take the lower result or take twice as much ability damage/drain. This is the equivalent of a 7th level spell.

Ebon Form:
Your form is heavily reinforced by shadow.
Prerequisites: able to cast the Shadow Time mystery, Path Mastery
Benefits: Under any condition other than direct sunlight, you gain fast healing 2.

Grasp of Shadow:
Shadow holds others who neglect to move around you soon find themselves trapped.
Prerequisites: ability to cast the Consume Essence mystery, Path Mystery
Benefits: As a swift action, you can cause shadows to entrap those within 10 feet of them. If such a foe neglects to move at least 5 feet in one or more rounds, they find it a harder task later, needing a strength check (dc10+1/round not spent moving). When the Shadowcaster uses another swift action to end the ability or moves out of range, targets are automatically freed. This is the equivalent of a 6th level spell but if it is dispelled, it can be reactivated on the next round as a swift action.

Eyes of Twilight:
You see everything around you.
Prerequisites: ability to cast the Reflections of Things to Come mystery, Path Mastery
Benefits: you gain blindsight out to 60 feet.

Dark Puppeteer:
You have a knack for controlling others
Prerequisites: ability to cast the Shadow Surge mystery, Path Mastery
Benefits: when attacked, you may make a charisma check against the DC of their attack roll. If you succeed, you change the target of the attack to anyone else within reach or simply stop the attack. You cannot make the target attack themselves.

Phantom Assault:
Shadows seem to surround your foes, leaving them vulnerable.
Prerequisites: ability to cast the Army of Shadow mystery, Path Mastery
Benefits: all adjacent foes are considered flanked.
In addition, you may use the aid another action as a swift action.

Realms of Chaos
2007-05-20, 02:29 PM
Alternate Class Abilities:

Logical Mystery:
As a Shadowcaster continues along their path, their mysteries become more natural to them, allowing them more ease with their casting. At no point, however, do these mysteries become more natural to the outside world, however. Some Shadowcasters, wanting to surpass mundane magic in one more aspect, have worked to make their mysteries a part of the natural world, although doing so has slowed their progress.
Levels: 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th
Replaces: If you select this class feature, you do not learn a new mystery at that level as normal. You need to take this ability at all possible levels, starting at 3rd.
Benefit: At each of the indicated levels, choose one mystery (including fundamentals) that you use as a Supernatural ability. You gain an extra daily use of that ability and can use it as an extraordinary ability, meaning that it can function even in antimagic zones and dead magic areas. Furthermore, the save dc (if any) of that mystery changes to 10 + 1/2 your class level + your charisma modifier. The Favored Mystery Feat still grants extra uses as if it were a supernatural ability.

Shadowy Sage:
A Shadowcaster is, through their methods, a counterpoint to the wizard, gaining what it has not and losing some of what it has. Some Shadowcasters choose to emulate wizards, providing a more balanced array of abilities.
Levels: 1st, 3rd,4th,8th,11th,12th,14th,16th,20th
Replaces: If you select this class feature, you do not gain extra fundamentals at 4th level and every 4 levels afterwards, you do not gain the umbral sight ability, you do not gain unlimited use of fundamentals at 14th level, you do not gain bonus feats, and you must spend 1 hour each day to gain back your mysteries.
Benefits: at 1st level, You gain Shadow Tome (see above) as a bonus feat and add all knowledge skills to your list of class skills.
At 3rd level, you gain shadow familiar as a bonus feat.
At 4th and 8th levels, you learn any single 0-level arcane spell. You may use it three times each day as an arcane spell, following all normal rules (including needed components). It is regained along with the other mysteries.
At 11th level, you gain any metashadow or item creation feat that you qualify for.
At 12th and 16th levels, you learn any single 1st-level arcane spell. You may use it three times per day as an arcane spell. In addition, at 12th level, all previously chosen 0-level spells become spell-like abilities.
At 14th level, you gain an extra daily use of all fundamentals and arcane spells learned by virtue of the Shadowcaster class. This applies both to ones gained in the future and those already gained.
At 20th level, you learn any single 2nd-level arcane spell. You may use it three times each day as an arcane spell. In addition, all previously learned 0-level spells become supernatural abilities and all 1st-level spells become spell-like abilities.

Realms of Chaos
2007-05-20, 02:34 PM
Racial Substitution Levels:

Gnome Shadowcaster:
As regular users of Shadow magic, gnomish shadowcasters are the next logical step. Gnomish shadowcasters approach this art just as an illusionist practices theirs, sneakily and with an emergency exit in reach. These gnomes have less of a penchant for stories and pranks but still create mischief all the same.
Hit Die: d6

Requirements:
To take a gnome shadowaster substitution level, a character must be a gnome about to take his 1st, 3rd, or 14th level of shadowcaster.

Class Skills: Gnome Shadowcaster substitution levels grant the same class skills as the standard shadowcaster class.
Skill points at each level: 2+Int modifier (or four times that number as a beginning character).

Class Features:
All of the following are the features of the gnome shadowcasters racial substitution levels.

Fundamental Mastery: Whenever a 1st level or higher gnome shadowcaster learns a fundamental, they gain that fundamental 1/day as a spell-like ability, in addition to its 3 or more uses as a supernatural ability. This ability replaces the mystery normally learned at 1st level.

Master of Surprise: Starting at 3rd level, whenever a gnomish uses a stilled, spell-like, or supernatural mystery, their opponent is caught flat-footed as the attack seems to come from nowhere. This effect replaces the umbral sight ability gained at 3rd and 11th levels.

Shadowy Jaunt: Starting at 14th level, whenever a gnomish shadowcaster would be allowed an attack of opportunity, they may instead take an immediate action to teleport anywhere within 20 feet. This effect replaces use of fundamental at will, as would normally be gained at 14th level.

Gnome Shadowcaster Substitution levels

Level B.A.B. Fort Ref Will Special
1st +0 +2 +0 +2 Fundamental mastery, fundamentals of shadow, apprentice mysteries
3rd +2 +3 +1 +3 Master of surprise
14th +7 +9 +4 +9 Shadowy jaunt

Shadowswyft Shadowcasters: It is rare nowadays to hear anything of the elusive shadowswyfts. Most still live in seclusion as rogues and assassins. When one turns to spellcasting, however, they almost invariably take up shadowcasting.

Requirements:
To take a Shadowswyft Shadowcaster substitution level, a character must be a Shadowswyft about to take their 1st, 2nd, or 4th level of Shadowcaster

Class Skills: Shadowswyft Shadowcaster substitution levels grant the same class skills as the standard shadowcaster class.
Skill points at each level: 2+Int modifier (or four times that number as a beginning character).

Class Features:
All of the following are the features of the Shadowswyft shadowcasters racial substitution levels.

Planar Connection: The Shadowswyft Shadowcaster gains a +1 bonus to the caster level of their Mysteries at night. This increases to a +2 bonus on the Plane of Shadows. This replaces 2 of the fundamentals normally gained at 1st level.

Negate Blindness: A 2nd level Shadowswyft Shadowcaster loses their light blindness.

Shadow’s Master: Whenever a 2nd level or higher Shadowswyft Shadowcaster would gain a bonus feat from access to multiple paths, they may instead learn an extra fundamental. This ability modifies but does not eliminate the normal bonus feats ability gained at 2nd level.

Shadow’s shield: A 4th level Shadowswift gains a +1 bonus to their AC as long as they remain in shadowy illumination or darkness. This bonus increases by +1 every 4 levels afterwards. This replaces the bonus fundamentals normally gained at 4th level and every 4 levels afterwards.

Shadowswyft Shadowcaster Substitution levels

Level B.A.B. Fort Ref Will Special
1st +0 +2 +0 +2 Planar connection, fundamentals of shadow, apprentice mysteries
2nd +2 +3 +1 +3 Bonus feat, shadow’s master
4th +2 +4 +1 +4 Shadow’s shield

Drow Shadowcaster: Although the drow have little chance to advance in society as a Shadowcaster, some still take up this path, even managing to pass off as warlocks for short periods of time. Their increased power, it seems, is sponsored by Lolth, leading to a limited inclusion within the faith. Within the Underdark, there is much to be learned about the powers of shadow. Drow have learned much of it.

Requirements:
To take a Drow Shadowcaster substitution level, a character must be a Drow about to take their 1st, 3nd, or 11th level of Shadowcaster

Class Skills: Drow Shadowcaster substitution levels grant the same class skills as the standard shadowcaster class.
Skill points at each level: 2+Int modifier (or four times that number as a beginning character).

Class Features:
All of the following are the features of the Drow shadowcasters racial substitution levels.

Lolth’s Favor: With each racial substitution level gained, the Drow Shadowcaster gains an extra use of each of their racial spell-like abilities.

Unbound Sight: A Drow Shadowcaster does not possess light blindness. This replaces one of the fundamentals normally gained at 1st level.

Truedark Sight: A 3rd level Drow Shadowcaster gains the ability to see through magical darkness out to 60 feet.
At 11th level, this ability improves, allowing them to see through magical and mundane darkness as if it were bright light, even allowing them to see color.
This ability alters, but does not replace, the umbral sight ability of the Shadowcaster.

Drow Shadowcaster Substitution levels

Level B.A.B. Fort Ref Will Special
1st +0 +2 +0 +2 Lolth’s favor, unbound sight, fundamentals of shadow, apprentice mysteries
3rd +2 +3 +1 +3 Lolth’s favor, truedark sight (magical darkness)
11th +7 +9 +4 +9 Lolth’s favor, truedark sight (se through darkness)

Realms of Chaos
2007-05-20, 02:37 PM
New Magic Items:

Shadow Incense: This rectangular block of faintly-scented incense is recognizable only for its dark grey color. When lit, its wispy smoke forms spiraling patterns on the floor, recognizable through a dc 15 spot check.
Any shadowcaster who regains their mysteries while within 20 feet of the lit incense has all of their mysteries empowered for 24 hours, as if through the metashadow feat.
A block of Shadow Incense burns for 1 hour and disappears 1 hour after it is ignited (even if the fire would be prevented from burning it away).
Moderate abjuration; CL 11th; Craft Wondrous Item, Flood of Shadow, Empower Mystery; Price 3,300gp; Weight 1 lb.

Cloak of Shadowfighting: This cloak grants whoever wears it’s the power to keep fighting even in their darkest hour. The first time in a 24-hour period that its wearer is knocked below half of their total hit points, they are protected by a dancing shadows effect, granting them total concealment for 7 rounds.
The first time in a 24-hour period that its wearer is knocked below 2 hit point/level, they are automatically protected by a bolster effect, granting them 35 temporary hit points for up to 70 minutes.
Lastly, the first time in a 24-hour period that its wearer is attacked while below 1 hit point/level, the cloak briefly fuses into their skin, granting them DR 10/Magic for 1 round.
Moderate Transmutation, Abjuration, and Illusion; CL 7, Craft Wondrous Item, Bolster, Dancing Shadows; Price 33,600 gp; Weight 1 lb.

Ephemeral Eye: This small, quartz orb floats through the air at your mental command, looking wherever you wish it to with a fly speed of 30 feet (perfect maneuverability). It sends you back a mental image of everything that it sees. The Ephemeral Eye cannot be ordered out of your line of sight. If the Ephemeral Eye leaves your line of sight, it become inactive for 24 hours. The Ephemeral Eye can remain active for 1 minute each day, but this duration need not be consecutive. The Ephemeral eye has an AC of 18 while active and has 1 hit point.
Minor divination; CL 1, Craft Wondrous Item, Bend Perspective; Price 2,400 gp; Weight –

Boots of Dark Flame: This pair of boots is a dark shade of black. With a proper command word (“the elven word for shadow”), they burst into harmless flames for 1 round. During this time, every space that the boots pass through is ignited with black flames, dealing 1d6 fire damage to any who pass through that space. The flames last for 3 rounds.
Minor evocation; CL 3, Craft Wondrous Item, Black Fire; Price 10,800 gp; Weight 2 lb.

Gloves of Ranged Trickery: These gloves appear to have been stained black. They provide a +5 enhancement bonus on sleight of hand checks.
In addition, when a command word (snatch) is whispered, the gloves can be made to fly off of their wearer’s hands, fly up to 20 feet away, make a sleight of hand check (including both its and its owner’s bonuses), and return.
Minor Transmutation; CL 1, Craft Wondrous Item, Quicker than the Eye, Umbral Hand; Price 5,000gp; Weight 1 lb.

Scarab of Echoes: This scarab appear to be made of crystal. Once per day, you can say a command word (absorb). When you do, the next 4th level or lower spell cast within 30 feet of the scarab within the next round is stored in it. On its owner’s next round, they automatically spend a standard action to cast that spell themselves, making new decisions where applicable. Whether it absorbs and echoes a spell or not, it remains inactive for 24 hours.
Moderate Universal; CL 9, Craft Wondrous Item, Echo Spell; Price 16,200 gp; Weight -

Ebon Quill: This writing quill remains completely white, regardless of how it is treated and what it is dipped into. With a command word (black), the ink produces an endless supply of ink until the command word is spoken once more.
Minor Conjuration; CL 1, Craft Wondrous Item, Liquid Night; Price 1,800 gp; Weight –

Shadow’s Retaliation: This cape helps its wearer respond to physical attack. When attacked, the wearer may speak a command word as an immediate action to gain the benefits of the Sharp Shadows and Shadowskin mysteries against one attack (caster level 5).
Minor Abjuration; CL 5, Craft Wondrous Item, Shadowskin, Sharp Shadows; Price 34,000 gp; Weight 1 lb.

Realms of Chaos
2007-05-20, 02:45 PM
New Prestige Classes:

Shadowscout
“I’ve never seen anything like it. They fought like a hivemind and rushed into the darkness.”
-Drael Fus, crystal guardian

The shadowcaster, almost in spite of itself, has always been quite adept at the role of a scout, at least compared to other spellcasters. Some shadowcasters, driven by necessity,
Have been forced to explore this roe more thoroughly. By allowing their mysteries to atrophy, they gain the unique ability to link their consciousness with others, becoming one large mind. In addition, their studies include mundane imitations of common rogue techniques.

Entry Requirements:
Skills: Search 4 ranks, Spot 8 ranks
Feat: Shadow vision
Mysteries: Ability to cast the Sight Eclipsed, Piercing Sight, and Step into Shadow Mysteries

Shadowscout Hit Die:d6

Level BAB Fort Ref Will Special Mysteries
1 +0 +0 +2 +2 Umbral vision, Trapfinding +1 level of existing mystery-using class
2 +1 +0 +3 +3 Shadowstep, Linksense (1)
3 +2 +1 +3 +3 Sneak attack +1d6 +1 level of existing mystery-using class
4 +3 +1 +4 +4 Deep Linksense
5 +3 +1 +4 +4 Linksense (2) +1 level of existing mystery-using class
6 +4 +2 +5 +5 Sneak attack +2d6
7 +5 +2 +5 +5 Shadowy Strike +1 level of existing mystery-using class
8 +6 +2 +6 +6 Linksense (3)
9 +6 +3 +6 +6 Sneak attack +3d6 +1 level of existing mystery-using class
10 +7 +3 +7 +7 Umbral Hivemind
Class Skills (8+int modifier): Balance, Bluff, Climb, Concentration, Decipher Script, Hide, Intimidate, Jump, Knowledge (arcane), Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (the planes), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Swim, Tumble.

Class Features: The following are class features of the Shadowscout.

Mysteries: At each odd level, you gain new mysteries and an increase in caster level as if you had also gained a level in your mystery using class. You do not gain any other benefits a character of that class would have gained. If you had more than one mystery-using class vefore becoming a Shadowscout, you must decide to which class to add each level.

Umbral vision: Starting at 1st level, a Shadowscout gains immunity to blinding effects and gains superior low-light vision.

Trapfinding: Starting at 1st level, a Shadowscout gains trapfinding, as the rogue class feature.

Shadowstep: Starting at 2nd level, the Shadowscout can use the Shadowstep fundamental at will as a swift action.

Linksense: Starting at 2nd level, a Shadowscout learns how to share their senses with another. At a full-round action, they can link themselves to up to the indicated number of touched willing creatures. All such creatures benefit from their own senses but also know what the Shadowscout is experiencing. The linksense lasts for 10 minutes/class level.

Sneak Attack: Starting at 3rd level, a Shadowscout gains the sneak attack ability, much as the rogue. This deals +1d6 damage at 3rd level, +2d6 damage at 6th level, and +3d6 damage at 9th level.

Deep Linksense: Starting at 4th level, all individuals linked by the linksense are linked to each other’s senses, meaning that each participant (including the shadowscout) can “look” through the senses of any or all other participants. Furthermore, each participant can communicate telepathically with one another.

Shadowy Strike: Starting at 7th level, a Shadowscout may use shadows to deliver sneakier strikes. While in shadowy illumination or darkness, the shadowscout automatically qualifies to make a sneak attack.

Umbral Hivemind: At 10th level, a Shadowscout and their linked targets are united as one. No individual linked to the Linksense can be flanked unless they all are.


Shadow Necromancer:
“They’re corpses. Why would I give them a choice?”
-Pontias Giberton, Shadow Necromancer

Shadowcasters are famous for trying to separate themselves from the moral labels attached to their dark powers. The most famous example would have to be the Shadow Necromancer, who puts aside the normal stigma attached with reanimation of the undead to make an inexhaustible supply of loyal servants.

Entry Requirements:
Skills: Hide 8 ranks, Knowledge (arcane) 8 ranks, Spellcraft 8 ranks.
Mysteries: ability to cast the Walking dead mystery.


Level BAB Fort Ref Will Special Mysteries
1 +0 +2 +0 +2 Aura of Shade, Moral Ambiguity
2 +1 +3 +0 +3 Ebon Guard (1) +1 level of existing mystery-using class
3 +1 +3 +1 +3 Twilight Aura +1 level of existing mystery-using class
4 +2 +4 +1 +4 Ebon Guard (2) +1 level of existing mystery-using class
5 +2 +4 +1 +4 Corpsecrafter +1 level of existing mystery-using class
6 +3 +5 +2 +5 Ebon Guard (3) +1 level of existing mystery-using class
7 +3 +5 +2 +5 Create Spawn +1 level of existing mystery-using class
8 +4 +6 +2 +6 Ebon Guard (4) +1 level of existing mystery-using class
9 +4 +6 +3 +6 Advanced Animations +1 level of existing mystery-using class
10 +5 +7 +3 +7 Ebon Army, Ebon Guards (5) +1 level of existing mystery-using class
Class Skills (2+Int modifier): Concentration, Decipher Script, Hide, Intimidate, Knowledge (arcane), Knowledge (the planes), Listen, Move Silently, Spellcraft, Spot.

Class Features: The following are class features of the Shadow Necromancer.

Mysteries: at every level after 1st, you gain new mysteries and an increase in caster level as if you had also gained a level in a mystery-using class to which you belonged before adding the prestige class level. You do ot, however, gain any other benefits a character of that class would have gained. If you had more than one mystery-using class before becoming a
Shadow Necromancer, you must choose which class to add each level.

Aura of Shade: A Shadow Necromancer emanates an area of supernatural shade, going out to 5 ft/class level. All undead within this area gain turn resistance equal to the Shadow Necromancer’s HD level while all other living creatures take a –2 penalty on saving throws. In addition, this area is kept in perpetual shadowy illumination.

Moral Ambiguity: A Shadow Necromancer sees past the petty labels given to him by those who do not understand his art. As a result, his alignment is not affected by the animation of undead.

Ebon Guard: At 2nd level and every odd level afterwards, the Shadow necromancer may select one undead creature they have animated through the walking dead mystery to live on as their permanent minion. This minion gains maximum hit points per HD, gains the Dark template, and gains an intelligence score of 10 (even if 10 is higher than the base creature’s intelligence score). In addition, skeletons chosen can take full rounds of actions while zombies lose their penalty to attack and damage rolls. Lastly, these minions last until they are destroyed, at which point the Shadow necromancer can indicate a new undead to join their Ebon Guard.

Twilight Aura: The Shadow Necromancer’s Aura of Shade eventually starts to leak negative energy. Starting at 3th level, all undead within its reaches gain fast healing 1 while all attempts to use spells of the healing subschool require a dc20 caster level check.

Corpsecrafter: The Shadow Necromancer gains corpsecrafter as a bonus feat at 5th level.

Create Spawn: Starting at 7th level, any creature slain within the Shadow Necromancer’s Aura of Shade are reanimated 1d4 rounds afterwards, as long as they remain in the aura until that time. These Shadows are under the control of the Shadow Necromancer.

Advanced Animation: At 9th level, a Shadow Necromancer gains any feat with corpsecrafter as a prerequisite as a bonus feat.

Ebon Army: At 10th level, a Shadow Necromancer’s entourage seems inexhaustible. All undead that they animate via the Walking Dead mystery become members of their Ebon Guard, so long as they remain within their Aura of Shade. If they at any point leave the aura, they return to normal undead and the duration of Walking Dead begins, even if they return into the aura later. All specifically chosen members of the Ebon guard can enter and leave the aura freely.

Realms of Chaos
2007-05-20, 02:46 PM
Phew, done.

Post any comments, praise, concerns, or (even better) more shadowcaster material.

Krimm_Blackleaf
2007-05-20, 03:13 PM
...There are no words for how much I love this... D:





....*Hugs you*

The_Snark
2007-05-20, 05:10 PM
Oooh... very nice, very detailed. I'll be going over this over time- there's a lot of it, so very much of it!

Hmmmm... a couple things to comment on first.

First, Shadow Immersion. I don't know that I'd take this mystery. No matter how good you become, it's a one-use-then-you-die mystery. With no chance for revival in most games. Not something a PC will take, and it seems like too much of a deus ex machina in the hands of a villain or ally. Cool idea, but maybe tone down both the benefits and the drawback.

Second, Twisted Summons seems a little too powerful... the only other spell that operates like that is Gate. No spell-like or supernatural abilities aside from the Dark template helps balance it out, of course, but at 11th level, for example, I could still summon an eleven-headed hydra. Most creatures have a CR lower than their HD, which helps, but maybe add a CR limitation to keep those few with low HD and high CR from messing it up? The changing form on it is great, though.

Third, Path Mastery feats. Awesomeness. On Astray in the Dark, I'm not sure what Umbral Fist is, but nevertheless. These look very nicely balanced—the benefits are scaled based on whether the paths were apprentice, initiate, or master.

On the Gnome Shadowcaster substitution levels and the Logical Mystery variant- I'd be careful about taking away their first-level mystery. A level 1 shadowcaster really doesn't have much else to work with, and while the abilities granted are neat later on it's not much fun right at the beginning. Maybe move the lost mystery to 2nd level?

The Shadow Necromancer looks maybe a little too powerful, and ought to lose caster levels at level 1 and level 10 (like the Master of Shadows does) at the least. That aura is pretty powerful, and the level 10 ability means they can amass an infinite amount of potentially powerful undead. That ability probably ought to be toned back, actually; there's no HD limit, the shadowcaster can animate potentially limitless amounts with the Aura of Shade, and they're permanent now.

Realms of Chaos
2007-05-20, 05:44 PM
Thanks for your kind words, blackleaf.

Shadow Immersion was meant to be as it is. The thing is, comparing mysteries to spells, I think of mysteries "one-upping spells with a twist". Shadow Immersion is the spell Ascend Mortality (Complete Mage) being one-upped. I like it as is, but If you think I should reduce it to fast healing 10 and DR 20/Epic and no wish, I may be willing to do that. This is about as dues-ex-machina as the aforementioned Ascend Mortality or the Capstone ability of the Knight (who is in itself a dues-ex-machina class).

I would put on a CR limit, but then they would just summon something else that seems a bit out of proportion. This thing's primary purpose is meant to be to summon something like a hydra and turn it into something with wings when that fails.

Umbral Fist, Dark Labyrinth, and Killing Shade are all mysteries from the second part of the Cityscape Web Enhancement, coming from the only 3 official paths made since the Tome of Magic.

I delayed the logical mystery thing to 3rd level as there are admittedly not that many 0-level mysteries in existance. As for the Gnome substitution level, I did that on purpose. Remember, you can selectively pick and choose your racial substitution levels. It is your choice whether you want to start out with 3 weaker spell-like abilities or 1 stronger spell.

As for the Shadow Necromancer, I met you halfway. Now, the new beings are only in the ebon guard as long as they are within the aura of shade, making large movements on the Shadow Necromancer's part a bit tricky. I also eliminated the caster level increase at 1st level. It was meant to be the Initiate of the Sevenfold Veil (or whatever its called) for shadowcasters; if you meet the prerequisites, you take it.

It was hard getting all of this online, but it was worth it. Anyone else?

puppyavenger
2007-05-20, 06:40 PM
For shadow immersion, you just wish thatn you are not dragged into shadow. Problem solved.




I have a sudden urge to buy tome of magic.

Realms of Chaos
2007-05-20, 09:54 PM
When you put it that way...*runs to modify shadow immersion*

JackMage666
2007-05-20, 10:11 PM
Shadow Immersion is basically saying "I know I'm going to die. Might as well do this".

I don't like that. PCs shouldn't give up, for any reason. This Mystery is strong, but you can't learn it until a very high level. Also, it has no effect against a number of spells, namely Save or Die spells, or any non-damaging spell that targets you.

As for my main problem, the instant death. I'd say, rather than instant death, you fall unconcious for 1d6+4 hours (or, a number of hours equal to the number of rounds), unable to be woken by anything. This means, if you do not kill your enemies with the spell, or weaken them enough that you're allies can, you will die by being coup de graced (unless your DM likes Deus ex Machina). Same effect, only the certainty of death is removed - It's just likely.

Realms of Chaos
2007-05-21, 08:50 AM
Shadow Immersion was made to imitate Ascend Mortality.

I think that it does so pretty well.

Its fine if you want to insult the concept behind that spell as well but that seems like an exercise in futility. The entire point of Shadow immersion is to gain power and then dissolve away into the shadow. I don't know any other way to accomplish this without death being involved.

The truth is, there will be people who want this mystery. Actually, it will be the same person who would also consider playing a knight.

The entire "save yourselves while I hold them off" concept is not as uncommon as it appears. Yes, it is deus-ex-machina and yes, it is a bit depressing when you have to use it, but that does not mean that it has no purpose.

JackMage666
2007-05-21, 10:21 AM
As well, you changed it so it's actually worth it - As it was, you'd have a hard time stopping any enemies that you were unable to before. I take it you basically copied the Wu Jen spell that has a similiar effect (but I don't have the book with me at the moment).

Another main issue I have with this is that Shadowcasters, in essence, are Spontaneous casters. Wu Jen can know the spell, and never prepare it, unless they know they'll be against considerable opposition. Shadowcasters must know it, rather than learning other mysteries. From what I remember, the Shadowcaster can only know 2 9th level mysteries, less than the Sorcerer can even learn spells. So, to take the one time benefit, you'd be giving up another point of power which you could do once (or twice, with feats) per day. Overall, while powerful and useful, it hurts a spontaneous caster due to losing one of his very few 9th level Mysteries. Consider the Sorcerer using one of his precious few spells known slots to get a spell that can only be used once. He's effectively given up a Spell Known of a very high level. Same thing would happen to the Shadowcaster, only they get one less Mystery and get to use it fewer times per day.


Also, I'm not quite following the Shadowcaster's Tome of Magic and Shadowy Sage. Do they just add mysteries at new levels? Can they learn mysteries from items? Or take them from other Shadowcasters? Do they prepare Mysterys per day?

Overall, you need to clarify the rules of that variant - Don't get me wrong, it's an awesome idea, I think, but it has some major flaws to it. For instance, from what it sounds like, you cannot take mysteries from the book, just record them. As well, you can't learn any mystery above 6th level, since it has to be one grade lower. Do you still learn to cast Mystery's above 6th level just as a normal Shadowcaster would? It seems to me you'd almost need to write up a whole new base class, basically what the Wizard is to the Sorcerer, rather than just add on variants. After all, you are changing the core ideas of the class.

I think you misunderstand my purpose of posting - I didn't mean to offend your ideas, as you have some very good ones, but you wouldn't have posted them in the forum if you didn't want feedback. I for one love the Shadowcaster, and hope they give it some support in future books, so I fully support you doing so ahead of time.

Realms of Chaos
2007-05-21, 09:08 PM
1. Shadow Tome has been modified to state that mysteries are regained out of it.

2. No one is forcing anyone to take shadow immersion. If a player likes the idea, that it fine. If it is suboptimal, I see no problem. Most paths have a weak link and there are suboptimal builds and options for every class. This is one for the Shadowcaster. It seems out of place among options intended to make the Shadowcaster better but oh well.

ghost_warlock
2007-05-22, 04:14 PM
:smalleek: Wow, this is really a LOT of material to go over... I haven't had time to fine-tooth it yet, but I gotta say that I love what I've read and I especially appreciate the work you've obviously put into it.

Shadow-themed characters represent!

If one of my players ever decides to play a shadowcaster, I'm send them here for some more options. :smallsmile:

Realms of Chaos
2007-05-23, 09:15 AM
Thank you.

I believe that Shadowcasters have needed support for awhile.

The possibility of being used as a reference has just made my day.

aaron_the_cow
2007-05-23, 05:31 PM
PURE AWSOMNESS (though needs to be looked over for basic stuff)

Realms of Chaos
2007-05-23, 11:43 PM
Overall, you need to clarify the rules of that variant - Don't get me wrong, it's an awesome idea, I think, but it has some major flaws to it. For instance, from what it sounds like, you cannot take mysteries from the book, just record them. As well, you can't learn any mystery above 6th level, since it has to be one grade lower. Do you still learn to cast Mystery's above 6th level just as a normal Shadowcaster would? It seems to me you'd almost need to write up a whole new base class, basically what the Wizard is to the Sorcerer, rather than just add on variants. After all, you are changing the core ideas of the class.


I am very sorry. It seems that I neglected to fully address your issues.

Ahem...
As I put down in the actual feat, mysteries recorded in the tome are regained just like normal mysteries. In fact, as also mentioned, the tome serves as their source of spell knowledge (much like a spellbook).
If you read carefully, you will see that only the extra mystery will never pass 6th level.
I made the feat based on a similar concept to that of the shadow familiar feat, emulating wizards for an advantage. The Shadow Tome and Shadow Familiar feats then came together to form the kernal of my Shadowy Sage alternate. One thing to note is that while it is drastic, it is no more so than the Favored of Bahamut/Tiamat alternate class feature in Dragon Magic.

I hope that I managed to put your mind at ease.

Matthew
2007-05-24, 09:05 PM
Interesting stuff and an appealing theory. A lot to look over here, but unfortunately I am not particularly familiar with the Base Class it supports.

Realms of Chaos
2007-05-24, 09:57 PM
I guess that I should've anticipated the issue of not owning the proper book.

As most should know, the Shadowcaster is from the Tome of Magic.

What could I give away about the class safely...?

Basically, they use mysteries instead of spells, which start as arcane spells, turn into spell-like abilities, and then turn into supernatural abilities. They gain only 1 per level.
In addition, they gain supernatural fundamentals (think cantrips) as they level up, which they can eventually use at will.
Finally, they gain bonus feats, darkvision, and eventually ignore metabolic needs.

I should also list the classes shortcomings that led to this addition:
1. Mystery-using is reliant on both charisma and intelligence.
2. Shadowcasters gain only 1 mystery per level.
3. Mysteries are taken in sequential groups of 3 mysteries called paths. For example, you have to take the 1st level mystery of a path before you can take that path's 2nd level mystery.
5. There are only 60 mysteries in existance + fundamentals. This list has been expanded officially once in a web enhancement, raising the count to 69.

puppyavenger
2007-05-25, 06:20 AM
I give you 90 cookies now EAT THEM.

Realms of Chaos
2007-05-25, 11:40 AM
*eats 90th cookie*

Thank you very much *belches*.

Is there any other aspect of the class that needs "patching" or did I cover all of my bases thoroughly enough?

Eerie
2007-05-31, 09:50 AM
Can you add a Melt Face mystery?

Realms of Chaos
2007-05-31, 03:35 PM
Ah...no necromancy like thread necromancy.

A melt face mystery, huh?

Anything that deals with charisma damage could be interpreted as deformity.

If you want to completely melt people's face off, I actually think that I could do it (having once made a base class that melts its own face off).

However, as mysteries are made in paths of 3, I'd need 2 other thematically similar mysteries.


Wait... I got it. I shall post up the path "False Faces" post-haste.

Edit: It is up.

aaron_the_cow
2007-05-31, 05:26 PM
the melting someones face off seames very useless unless used to change you or a friend who has gills or somthing.

Realms of Chaos
2007-05-31, 06:04 PM
Melting someone's face off is an actual tool against enemies, for your information.

1. it stops any spellcaster that prepares their spells, with the exceptions of silent spells and spells without verbal components.
2. it stops them from breathing, putting a clock on them until they fall unconscious. and then, its coup de grace time.
3. It can eliminate all perception beyond 10 feet.

As a general note for everyone, although it seems that I argue quite wholeheartedly, I actually type my posts with complete lack of emotion.

On the other hand, I find arguments (other than ones started for the sake of arguments) to be strangely stimulating.

Edit: Yay, me. This is the second thread I've posted on any board to ever see a second page.

Akennedy
2007-05-31, 09:56 PM
Hrm, Now, this may or may now be over powered, however, if there was a feat that increased the amount of times per day they could cast all their spells (including spell like abilities and so on), would that make the shadow caster any better? or too good?

Realms of Chaos
2007-05-31, 11:59 PM
One step ahead of you.

If you look in the new feat section, you'll see the shadow reserve feat, which was made to represent the bonus spells of other casters, with a twist, of course. Both main abilities scores are used, but it cannot be used on more powerful mysteries and all bonus abilities come from a single pool of points.

Furthermore, I am pretty sure that the tainted shadowcaster feat also accomplishes your purpose.

On a side note, if you can endure the ability lowering, desires manifest can also help.

If you want, I could build a 3-feat chain to grant shadowcasters an extra use of their abilities (the first, lower-level one for supernatural abilities; the second, high-level one for spell-like abilities; and the third, epic one for spells).

If you want me to flesh out that cycle, let me know.

Alternately, I could make the feat work in a similar way to the Expanded Soulmeld Capacity Feat (thank you magic of incarnum and all of your wonders), granting you an extra daily use of 1 mystery each day, which is chosen on a daily basis (giving the shadowcaster some flexibility, and about time).

What is the word, ladies and gents?

Akennedy
2007-06-03, 01:55 PM
I like the tainted shadowcaster idea, and sorry for not reading it in advance >_< I overlooked it :smallfrown: . But I love all of your additions (now after reading most everything :smallwink:) . I have one idea and perhaps a correction:
Idea: a feat that empowers your casting while in shadows/darkness
Correction?: Shadow resilience: should it be (mystery level sacrificed)*(number of feats named Shadow Resilience)?

Realms of Chaos
2007-06-05, 03:28 PM
The Feat Nocturnal spellcaster seems to be what you are describing. It already exists. If you want one that works in darkness/shadow instead of at night, I should try that.

Shadow Resilience was made to be as is. Currently, a Human Shadowcaster 20 with 2 flaws can take the feat 20 times, allowing them to heal a total of 400 health if they sacrifice all of their daily mysteries. If I made it times spell level (presumably with 6 1st level, 6 4th level, and 8 7th level mysteries for the 10 possible bonus feats), they could heal a total of 1,440 HP each day. That is more than a 20th level cleric if all that they prepared were healing spells.

Risek
2008-11-06, 01:15 PM
Oh wow, you should post this on Dandwiki.com so it doesn't get lost.