PDA

View Full Version : D&D 3.x Class Midnight Grovetender (Shadowcaster-Druid Theurge)



Zaydos
2016-09-14, 06:13 PM
Midnight Gardener

”Everything in nature casts a shadow. To ignore the world of shadows is to ignore half of nature itself."

A Midnight Gardener is a druid of shadow. They combine naturalistic divine magic with the more arcane powers of shadow magic. Studying the darkness they learn of its nature, and its ways, and the interrelation of the Prime and Plane of Shadows. They merge the magic of shadow with their divine powers to create a new strength, a magic that interweaves the Prime and its Shadow.



Becoming a Midnight Gardener

To become a Midnight Gardener simply requires one to become both a naturalist priest and a shadowcaster. Beyond that there is no true path, it is simply the natural hybridization of the two paths. Druid is the natural divine caster, though Spirit Shaman, and Shaman may also take this path, as can rangers although to do so is unfavorable. Archivists are also possible but as they lack domain spells, wild shape, and chastise spirits they gain less as a Midnight Gardener than the other paths.

ENTRY REQUIREMENTS
Mysteries: Ability to cast 2nd level mysteries.
Skills: Knowledge (nature) 9 ranks, Knowledge (the Planes) 6 ranks.
Spells: Ability to cast 2nd level divine spells including Summon Nature's Ally II.

Class Skills
The Class Name's class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + int

Hit Dice: d6


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialMysteries/Spellcasting
1st
+0
+0
+0
+2Natural Focus, Shadow's Grasp 1/day+1 level of existing mystery-using class/+1 level of existing divine spellcasting class
2nd
+1
+0
+0
+3Shadow Glide+1 level of existing mystery-using class/+1 level of existing divine spellcasting class
3rd
+2
+1
+1
+3Shadow Summons+1 level of existing mystery-using class/+1 level of existing divine spellcasting class
4th
+3
+1
+1
+4Gardener in Darkness+1 level of existing mystery-using class/+1 level of existing divine spellcasting class
5th
+3
+1
+1
+4Improved Natural Focus, Shadow Grasp 2/day+1 level of existing mystery-using class/+1 level of existing divine spellcasting class
6th
+4
+2
+2
+5Shadow Sight+1 level of existing mystery-using class/+1 level of existing divine spellcasting class
7th
+5
+2
+2
+5Shadow Phase+1 level of existing mystery-using class/+1 level of existing divine spellcasting class
8th
+6
+2
+2
+6Summon Shadow Elemental+1 level of existing mystery-using class/+1 level of existing divine spellcasting class
9th
+6
+3
+3
+6Shadow's Grasp 3/day, Spells of Shadow+1 level of existing mystery-using class/+1 level of existing divine spellcasting class
10th
+7
+3
+3
+7Power of Shadows+1 level of existing mystery-using class/+1 level of existing divine spellcasting class
11th
+8
+3
+3
+7Beyond Meta-Shadow+1 level of existing mystery-using class/+1 level of existing divine spellcasting class
12th
+9
+4
+4
+8Sustenance of Shadows+1 level of existing mystery-using class/+1 level of existing divine spellcasting class
13th
+9
+4
+4
+8Greater Spells of Shadow, Shadow's Grasp 4/day+1 level of existing mystery-using class/+1 level of existing divine spellcasting class
14th
+10
+4
+4
+9Superior Natural Focus+1 level of existing mystery-using class/+1 level of existing divine spellcasting class

Weapon and Armor Proficiencies: A Midnight Gardener gains no new weapon or armor proficiencies.

Note on Illumination and Abilities: Whenever a Midnight Gardener class feature mentions a creature or square being within Shadowy Illumination, No Illumination, or Bright Illumination it does not refer to as perceived by the midnight gardener or the creature, but the ambient light within and what illumination level it would be to a creature with no low-light vision (or darkvision).

Natural Focus: At 1st level a Midnight Gardener must choose where the brunt and focus of their divine magic lies. They may choose Wild Shape, Chastise Spirits, or Domains. Whichever they choose they may add their Midnight Gardener level to the levels they possess in one base class for the purposes of determining the potency and access to the given ability. If they do not have levels in a base class that grants the chosen ability they do not gain access to the given ability and this does nothing, however if they have levels in a base class which grants the ability at a higher level than they have obtained they gain access to the ability when their combined level would grant it (for example a 3rd level druid/3rd level shadowcaster/2nd level Midnight Gardener gains Wild Shape as a 5th level druid assuming they selected wild shape). In the case of Wild Shape this progresses not just hit dice and duration but uses per day and sizes and types available, but does not grant Elemental Wild Shape as it functions on its own independent scaling (so they would get Plant Wildshape but not Elemental). In the case of Chastise Spirits this ability also progresses their Spirit Guide ability and abilities granted by it (Follow the Guide and Guide Magic in the case of Spirit Shaman), and grants access to improvements or alternate versions of Chastise Spirits the base class would gain (Weaken Spirit). In the case of domains in addition to increasing their level for domain granted powers if their base class grants access to additional domains through class levels they stack for determining access to these domains (i.e. OA Shaman's 11th level bonus domain).

Mysteries/Spellcasting: At each level, you gain new mysteries or spells per day and an increase in caster level (and mysteries or spells known, if applicable) as if you had also gained a level in both your mystery-using class and your divine spellcasting class. You do not, however, gain any other benefits a character of these classes would have gained (though see Natural Focus above). If you had more than one mystery-using or divine spellcasting class before becoming a midnight gardener, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. In addition the first time you choose to progress a divine spellcasting class with Full BAB you gain +1 to your BAB, the 5th, 9th, and 13th times you do so you gain an additional +1 to your BAB. Change to standard boilerplate so Ranger/Midnight Gardeners suck a little less. I mean they still sort of suck but Mystic Wild Shape Ranger/Midnight Gardener might be pretty good now.

Shadow's Grasp (Su): A Midnight Gardener learns how to extend their spells metaphysically through shadows. A Midnight Gardener may cast melee touch spell at a range of Close but only when targeting a creature that is within shadowy illumination (the midnight gardener must have line of sight to the target as well). If the target is not willing the Midnight Gardener must make a melee touch attack roll as normal. A Midnight Gardener may use this ability 1/day, plus 1/day per 4 levels beyond 1st.

Shadow's Glide (Su): A Midnight Gardener moves easily and swiftly through the shadows. Beginning at 2nd level a midnight gardener gains a +10 ft enhancement bonus to speed as long as at least half of their movement (during a given action) is through spaces with shadowy illumination.

Shadow Summons: A Midnight Gardener learns how to summon creatures of the Plane of Shadow as well as those of the Prime. Beginning at 3rd level when a Midnight Gardener casts a Summon Nature's Ally spell they may summon dark creatures (see Tome of Magic for the template) of the normal type when they summon an animal; these summons are extraplanar. In addition they may choose to make their Summon Nature's Ally a dual Illusion (Shadow)/Conjuration (Summoning) spell to summon a creature from the list of the Summon Nature's Ally spell 1 level higher (to a maximum of Summon Nature's Ally IX) but if they do so the creature is only 60% real (as if summoned through Greater Shadow Conjuration) and allows a Will save to disbelieve as the Greater Shadow Conjuration spell.

Gardener in the Darkness (Su): A Midnight Gardener can sustain Prime Material plants in the absolute darkness of the Plane of Shadows or more mundane darkness. Beginning at 4th level any plant which a Midnight Gardener tends does not need sunlight for 48 hours. Tending a 5-ft square of plants requires 1 minute for the purposes of this ability.

Improved Natural Focus: A Midnight Gardener's powers with their natural focus incorporate the powers of their Shadow Magic. Beginning at 5th level a Midnight Gardener gains an improvement to the ability chosen with their Natural Focus. If they chose Wild Shape as long as they are in Shadowy Illumination they gain the extraordinary special qualities of their assumed form. If they chose Chastise Spirits they can choose to treat all natives of the Plane of Shadows as if they were spirits when using it. If they chose Domains they may prepare and cast Mysteries they know in Domain slots; even if the Mystery would be a Supernatural or Spell-like ability it is still cast as a spell when used this way.

Shadow Sight (Su): A Midnight Gardener lives in the perpetual twilight of shadow, where neither light nor darkness has overcome the other, but instead they mix and merge. Beginning at 6th level a Midnight Gardener shadowy illumination does not grant concealment against the Midnight Gardener (unlike other Midnight Gardener abilities which deal with illumination this is illumination as perceived directly by the Midnight Gardener who may most likely have Low-Light Vision).

Shadow Phase (Su): A Midnight Gardener tends to two worlds which are one, two sides of a single reality. To do such they must learn to travel easily between them. Beginning at 7th level a Midnight Gardener may bridge these two worlds momentarily when within an area of natural terrain. When they do so they may bring up to 8 creatures with them, though all creatures to be transported must link hands or other appropriate appendages to form a circle. The actual transportation requires 1 full round plus 1 per additional creature other than themselves the Midnight Gardener is transporting in this manner. All creatures appear at the equivalent location on the Plane of Shadows, if for some reason the space is occupied they are shunted to the nearest unoccupied square (and take 1d6 damage per 10 ft shunted). A Midnight Gardener may use this ability twice per day and only in an area of natural terrain; they cannot use it within 30 ft of any artificial structure.

Summon Shadow Elemental: A Midnight Gardener learns to summon the forces of the plane of shadows. When a Midnight Gardener casts Summon Nature's Ally they may summon Shadow Elementals as if they were regular elementals. They may not summon a shadow elemental that is only quasi-real through their Shadow Summons ability.

Shadow Spells: A Midnight Gardener weaves shadow stuff through all their magic blurring the line between mystery and spell. Beginning at 9th level when a Midnight Gardener casts a 3rd level or lower divine spell they can use it as a spell-like ability instead, however it retains any XP component or expensive material component although they may choose to pay 1 XP per 5 GP of the cost of any expensive material component of such a spell.

Power of Shadows: A Midnight Gardener draws power from the mixture of darkness and light, the balance of the Prime and its Shadow. Beginning at 10th level a Midnight Gardener gains a +1 to their caster level with divine spells and mysteries when casting them in an area of shadowy illumination; this does not apply in no or bright illumination, only shadowy.

Beyond Meta-Shadow: A Midnight Gardener continues to blur the line between shadow and divine magic. Beginning at 11th level a Midnight Gardener may apply metamagic feats which do not change a spell's level (including Sudden Metamagic) to their mysteries and may apply metashadow feats to their divine spells. In addition they gain a bonus Metashadow feat or Metamagic feat which does not change the affected spell's level.

Sustenance of Shadows (Su): A Midnight Gardener learns how to draw sustenance from darkness itself and to bestow this sustenance upon other creatures as well. Beginning at 12th level a Midnight Gardener has no need to eat or drink as long as they spend at least 1 hour in shadowy illumination each day, and they may bestow this ability on up to 1 other creature/class level with a touch each day; this benefit lasts 24 hours for other creatures blessed thus.

Greater Spells of Shadow: A Midnight Gardener's dual magics grows ever further entwined. Beginning at 13th level a Midnight Gardener's divine spells may be cast as as spell-like abilities if they are 6th level or lower however they retain any XP component or expensive material component although they may choose to pay 1 XP per 5 GP of the cost of any expensive material component of such a spell.

Superior Natural Focus: As a Midnight Gardener reaches the apex of their art, the magic to reshape the world, they also develop a mastery of their chosen focus. At 14th level a Midnight Gardener gains an additional benefit based upon their Natural Focus chosen at 1st level. If they chose Wild Shape they may apply the dark template to any form they assume with Wild Shape, or may wild shape into the forms of magical beasts native to the Plane of Shadow (this is not a one-time choice they simply cannot become a Dark Shadow Mastiff); when doing so they gain the supernatural special attacks of such a creature when in shadowy illumination (but not supernatural special qualities). If they chose Chastise Spirits they gain the ability to become their shadow self by expending a use of Chastise Spirits as a standard action. When they do so they become incorporeal and may see in darkness (including magical darkness) both shadowy and complete as easily as they would normally see in bright light, however they are incapable of seeing in bright light while in their shadow form (treating it as a normal creature would treat total darkness). Each use of Shadow Form lasts 1 minute. If they chose Domains then any 2nd level or lower spell cast from a domain spell slot may be treated as a Supernatural ability instead of a Spell, and they may use any spell cast from a domain slot as a spell-like ability but they still retain any XP component or expensive material component although they may choose to pay 1 XP per 5 GP of the cost of any expensive material component of such a spell. In addition Journeyman mysteries cast from domain spell slots are used as Supernatural abilities, and Master ones as Spell-like Abilities.


Playing a Midnight Gardener

A Midnight Gardener wields two distinct but powerful forms of magic and they alloy them together spreading shadow through their faith in nature. In many ways they represent such in all things, a recognition that the world exists as both Light and Dark and that both are needed. Evil Midnight Gardeners may emphasize the dark, where Good ones may crusade against evils which grow in the Plane of Shadow despite not truly being by its nature a realm of Evil.

Combat: A Midnight Gardener is a spellcaster. While their relevant spells per day may be in truth less than a single classed druid, they still have a greater fall back of casting than a shadowcaster. They can also use medium BAB, defensive magic, and possibly wild shape to wade into combat, when they can't find a spell to be doing better things than just smacking people as a bear (is there anything better than smacking people as a bear which doesn't involve familiars or animal companions?).

Advancement: After completing Midnight Gardener you will be on the cusp of epic levels, at which point it might be advisable to look into other PrCs as you will not gain Epic Progression bonus feats, already have nearly capped wild shape, and the split casting progression of epic theurges sucks and isn't worth progressing instead of taking levels in other full casting PrCs (in fact it'd be arguably better to go Mystic Theurge 10).

Resources: Midnight Gardeners may be members of a variety of druidic (or not quite druidic) sects, and some are members of academies and colleges of shadow magic as well. Illumian midnight gardeners are particularly common and most illumian druidic sects have a place for midnight gardeners if they do not hold them in greater than normal esteem. In addition the Fruits of the World Tree (http://www.giantitp.com/forums/showsinglepost.php?p=21200738&postcount=252) is an example of a druidic sect not part of the illumians which not only welcomes but is focused upon Midnight Gardeners and causing the apocalypse in the name of a mind-controlling tree of darkness.



Midnight Gardeners in the World

"We tend our own world, you leave them to theirs as long as they leave ours to us," Eridur druid of the Crescent Sun Sect trying to dissuade a junior member from investigating Midnight Gardeners' activities on the Plane of Shadow.

Midnight Gardeners are better accepted by druids than some. They share a love and care for nature, even if they focus on strange and alien aspects of nature. Still the Plane of Shadow is ever present and a natural mirror of the world, if nature is disrupted in one then it is disrupted in both, so having an order to watch the shadows is useful if nothing else. To non-druids the difference between a druid and a midnight gardener or a shadowcaster and one is mostly moot.

Organizations: Midnight Gardeners form circles and sects like any other druid or spirit shaman, and join temples like any other shaman. While they may have a slightly different focus than most circles and sects, they are at worst heterodox and not seen as antithetical, heretical, or worse.

ShneekeyTheLost
2016-09-15, 01:41 AM
First off, thank you for giving Shadowcaster some much-needed love. It's an often-maligned class which really deserves some use.

Wildshape Ranger/Shadowcaster entry can net you some pretty impressive things with Flicker. In fact, if you can figure out a way to tack on Shadow Pounce, it would be pretty nasty. Your attack would go something like 'shock trooper/leap attack Pounce (from one of several ways) attack, then as an Immediate action, Flicker to DimDoor behind you, and Shadow Pounce for full attack again. Not too powerful, but quite effective if your opponent isn't looking for it. Furthermore, Flicker is only a 3rd level Mystery, you'll be able to make it a (Su) ability before you are done.

Boilerplate Druid/Shadowcaster entry is quite solid. Sure, it might not be quite as powerful as Druid20, but then... what is? However, the extra utility he gets from Shadowcasting more than offsets what he loses. After all, he gets to continue casting, and continue wild shaping... so really, the only thing he loses is Elemental Wildshape.

Spells of Shadow and the Greater version is pretty strong. Remember, being a (Su) ability removes Spell Resistance. And stack on that the ability to use Metashadow feats with them, and you've got some pretty scary synergy here. This is especially true for Rangers, who only GET up to 4th level spells. Greater Spell of Shadow makes 3/4 of their spells Supernatural, and the last quarter SLA. Which, honestly, gives their casting a much-needed boost. But it is something to consider.

khadgar567
2016-09-15, 01:51 AM
Small question why extra 4 bab

Zaydos
2016-09-15, 02:09 AM
First off, thank you for giving Shadowcaster some much-needed love. It's an often-maligned class which really deserves some use.

Wildshape Ranger/Shadowcaster entry can net you some pretty impressive things with Flicker. In fact, if you can figure out a way to tack on Shadow Pounce, it would be pretty nasty. Your attack would go something like 'shock trooper/leap attack Pounce (from one of several ways) attack, then as an Immediate action, Flicker to DimDoor behind you, and Shadow Pounce for full attack again. Not too powerful, but quite effective if your opponent isn't looking for it. Furthermore, Flicker is only a 3rd level Mystery, you'll be able to make it a (Su) ability before you are done.

That sounds quite nasty.


Boilerplate Druid/Shadowcaster entry is quite solid. Sure, it might not be quite as powerful as Druid20, but then... what is? However, the extra utility he gets from Shadowcasting more than offsets what he loses. After all, he gets to continue casting, and continue wild shaping... so really, the only thing he loses is Elemental Wildshape.

And Animal Companion progression which stings, but yeah the goal was comparable to Druid20.


Spells of Shadow and the Greater version is pretty strong. Remember, being a (Su) ability removes Spell Resistance. And stack on that the ability to use Metashadow feats with them, and you've got some pretty scary synergy here. This is especially true for Rangers, who only GET up to 4th level spells. Greater Spell of Shadow makes 3/4 of their spells Supernatural, and the last quarter SLA. Which, honestly, gives their casting a much-needed boost. But it is something to consider.

I was more worried about the potential to save boosts, though it is true Druid normally can't get Assay Spell Resistance so they have to deal with SR, still it's also 3rd level and lower which means... Shivering Touch is not a druid spell. Trying to think of 3rd level spells which being able to ignore SR at 19th level is an issue. Still you're right it is something to watch out for.


Small question why extra 4 bab

Because half-casting sucks and if the normal version can be medium BAB (Arcane Hierophant was, I'm actually still considering dropping this one to poor) then if you're advancing ranger casting it can be full BAB (ends up being a gish then more than a theurge, with Full BAB from the class, and some added versatility in the form of 4th level ranger spells which non-core is pretty good, but you're a martial heavy gish, or using Mystic Ranger and missing out on 9ths, or using Mystic Ranger and early entry).

ShneekeyTheLost
2016-09-15, 02:44 AM
I was more worried about the potential to save boosts, though it is true Druid normally can't get Assay Spell Resistance so they have to deal with SR, still it's also 3rd level and lower which means... Shivering Touch is not a druid spell. Trying to think of 3rd level spells which being able to ignore SR at 19th level is an issue. Still you're right it is something to watch out for.

Also keep in mind that a Supernatural Ability is no longer a spell, and thus cannot be Dispelled. So 3rd level and lower buffs (like, say, Greater Magic Fang) are going to be with you for the long haul, even if you get someone who tries to get dispel-happy.

Then there's Blinding Spittle from SpC. 2nd level spell, ranged touch attack or blind. Listening Lorecall from the same source gives Blindsight. Dehydrate deals Con damage as a 3rd level spell. Infestation of Maggots (which is exactly as nasty as it sounds) is persistable Con damage every round. Lion's Charge also fits in, and as Su ability, can be done even in an Antimagic Field.

Rangers also get Rhino's Rush, which lets them deal double damage on the next charge (combine with Flicker build previously mentioned). Jagged Tooth (Keen for natural weapons), Tremorsense, and a few others.

Being able to SLA up to 6th level is not too shabby either, considering you no longer have to worry about Somatic components.

Zaydos
2016-09-15, 02:52 AM
Also keep in mind that a Supernatural Ability is no longer a spell, and thus cannot be Dispelled. So 3rd level and lower buffs (like, say, Greater Magic Fang) are going to be with you for the long haul, even if you get someone who tries to get dispel-happy.

Then there's Blinding Spittle from SpC. 2nd level spell, ranged touch attack or blind. Listening Lorecall from the same source gives Blindsight. Dehydrate deals Con damage as a 3rd level spell. Infestation of Maggots (which is exactly as nasty as it sounds) is persistable Con damage every round. Lion's Charge also fits in, and as Su ability, can be done even in an Antimagic Field.

Rangers also get Rhino's Rush, which lets them deal double damage on the next charge (combine with Flicker build previously mentioned). Jagged Tooth (Keen for natural weapons), Tremorsense, and a few others.

Being able to SLA up to 6th level is not too shabby either, considering you no longer have to worry about Somatic components.

I may have to reconsider the Su part. I did forget how much Druids love their 2nd level buffs and making them immune to dispel. It's definitely something to think about. Might end up making it just be SLAs up to 6th which is comparatively meh (immune to counterspell, purely mental action) but still free Still and Silent Spell is nothing to sneeze at.

Will note though that with the bolded part it doesn't work:

[quote=srd]Supernatural abilities are magical and go away in an antimagic field but are not subject to spell resistance, counterspells, or to being dispelled by dispel magic[/url]

The difference between Su and Ex is Su go away in an antimagic field.

archon1212
2016-09-15, 03:57 AM
Cool class. I like having it go to 14th level, so that you can actually keep taking levels in it.

on the other hand, i always feel like giving theruge classes gives a bit to much power to them. but the ablities are very flavourful, and probably not gamebreaking.

Zaydos
2016-09-15, 04:16 PM
Well except the Su spells part. That's been removed, unless you're an OA Shaman (or a Cleric who managed to get in via 3 levels in Druid, OA Shaman, or Spirit Shaman) in which case it is only domain spell slots and only 2nd level.