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Xuldarinar
2017-10-17, 10:33 AM
SHADOWCASTER
Stamina Points: 5 + Constitution Modifier
5 HP

KEY ABILITY SCORE
Your Intelligence determines your mystery-using ability, while your Charisma dictates saving throw ofDCs of your mysteries, so you may choose either Intelligence or Charisma as your key ability score.

CLASS SKILLS
SKILL RANKS PER LEVEL
4 + INTELLIGENCE MODIFIER

Intimidate (Cha)
Mysticism (Int)
Perception (Int)
Profession (Cha, Int, or Wis)
Stealth (Dex)

PROFICIENCIES
ARMOR PROFICIENCY
None

WEAPON PROFICIENCY
Basic melee weapons, small arms


Class LevelBase Attack BonusFort Save BonusRef Save BonusWill Save BonusSpecial
1st+0+2+0+2Apprentice mysteries, fundamentals of shadow (at-will)
2nd+1+3+0+3Bonus Feats
3rd+1+3+1+3Umbral sight (darkvision 30ft.), weapon specialization
4th+2+4+1+4Bonus fundamental, shadow over body
5th+2+4+1+4Path mastery (apprentice)
6th+3+5+2+5Sustaining shadow (no need to eat)
7th+3+5+2+5Apprentice mysteries (spell-like), initiate mysteries
8th+4+6+2+6Discreet casting, bonus fundamental
9th+4+6+3+6Fundamentals of shadow (extraordinary)
10th+5+7+3+7Sustaining shadow (no need to sleep)
11th+5+7+3+7Umbral sight (see in darkness 60ft.)
12th+6+8+4+8Bonus fundamental
13th+6+8+4+8Apprentice mysteries (supernatural),
initiate mysteries (spell-like), master mysteries
14th+7+9+4+9Fundamentals of shadow (mastery)
15th+7+9+5+9Sustaining shadow (Immune to poison/disease)
16th+8+10+5+10Fundamental overcast
17th+8+10+5+10Path mastery (master)
18th+9+11+6+11Sustaining shadow (No need to breath)
19th+9+11+6+11Umbral sight (see in darkness perfectly)
20th+10+12+6+12Sustaining shadow (perfect shadow)


FUNDAMENTALS OF SHADOW (SU/EX) 1st level
As a Shadowcaster, you must master certain basic powers before proceeding to deeper secrets of shadow. These powers, known as fundamentals, function as supernatural abilities, usable at will. You begin play with 3 fundamentals and gain an additional fundamental at 4th level and every 4 additional levels beyond 4th. The save DC of any fundamental is 10 + 1⁄2 Caster level + Charisma modifier.
At 9th level you store a tiny portion of the Plane of Shadow in a dark corner of your mind. Whenever magical forces are absent, you call forth that portion's power, in order to use your powers unhindered. You can use a fundamental as an extraordinary ability but doing so takes a full round action and no Meta shadow feats can be used in conjunction with that fundamental.
At 14th level you achieve complete mastery over the basics of Shadow Magic. Whenever you cast a fundamental and modify it with one or more Metashadow feats, no daily use of this Metashadow feats is expended, nor does its casting time increase. You can now use Metashadow feats on fundamentals used as extraordinary abilities and such fundamentals are cast at their normal casting time. In order to apply a Metashadow feat to a fundamental, however, it must still have a remaining use.
Finally at 16th level you gain knowledge of all fundamentals.

MYSTERIES AND PATHS 1st level
You invoke mystical secrets called mysteries. You gain 1 mystery at 1st level and every odd numbered level and 2 mysteries at 2nd level and every even class level. Up to 6th level you can learn only apprentice mysteries. At 7th level, you gain access to initiate mysteries and at 13th level you gain access to master mysteries. You can choose your new mystery from any category you have access to (including fundamentals).
Shadow Magic progresses in very specific stages. You may not “jump ahead” in a path, although you do not need to complete a path if you do not wish to. Within a category (apprentice, initiate, master), you can only learn mysteries of a new level if you have learned at least 3 mysteries of a previous level (it doesn't matter whether they are 3 different mysteries or 1 mystery selected 3 times, see below), and you must know all previous mysteries within a path to select a mystery from that path. However you can always select the first mystery in a path of a category you have access to, even if you didn't complete the lower category paths.
When you are capable of casting only apprentice mysteries, you cast them as though they were spells. They do not require verbal or material components or foci, but follow all the normal rules for spells. Observers can make a DC 15 Perception check to note that your shadow is making different gestures from the ones you make when you cast the mystery. At 7th level your apprentice mysteries function as spell-like abilities. Your new initiate mysteries function as spells and follow the rules above. Finally at 13th level your apprentice mysteries function as supernatural abilities, your initiate mysteries function as spell-like abilities and your new master mysteries function as arcane spells and follow the rules above.
You can learn a mystery more than once. Each time you relearn a mystery you gain another set of uses of that mystery per day. If you learn all the mysteries of a path twice, you gain an extra use of each mystery on that path, as well as the Path Focus feat for that path. If you learn them thrice, you gain 1 more use of each mystery on that path, stacking with the previous bonus, and the Greater Path Focus feat for that path. These are passive, extraordinary effects.
You can use each mystery you know once per day if it is cast as an arcane spell, twice per day if cast as a spell-like ability or thrice per day if cast as a supernatural ability. You must rest for 8 hours and meditate for 15 minutes each day to regain your use of mysteries.
In order to cast a mystery, you must have an Intelligence score of at least 10 + the mystery's level. The save DC for your mysteries equals 10 + mystery level + your Charisma modifier for mysteries cast as arcane spells and spell-like abilities and 10 + 1⁄2 Caster level + Charisma modifier for mysteries cast as supernatural abilities.
Your levels in this class count for the purpose of determining your overall caster level.

BONUS FEATS 2nd level
Beginning at 2nd level you gain bonus feats equal to 1/3 the total number of paths that you have access to. Fundamentals do not apply for the purpose of bonus feats. You must meet the prerequisite (if any) in order to select a feat as a bonus feat.
The list of feats you can select includes
Favoured Mystery, Greater Path Focus, Greater Sustaining Shadow, Greater Umbral Sight, Nocturnal Caster, Path Focus, Shadow Vision, and any Metashadow feat.

DISCREET CASTING (SU) 2nd level
At 2nd level your obfuscation skills have altered the subtle movements of your shadow. The perception check to note that your shadow is making different gestures from the ones you make when you cast a mystery as an arcane spell rises to DC 18 + your ranks in your Stealth skill if you so choose.
In addition you may add your ranks in your Stealth skill in the DC of any perception check needed by any visible effects in a target’s shadow caused by a mystery.

UMBRAL SIGHT (SU) 3rd level
When you reach 3rd level, your vision extends slightly into the Plane of Shadow. You gain dark vision out to 30’ that stacks with any existing dark vision.
At 11th level you become able to see in any darkness even that created by magical means, out to 60’ stacking with any similar ability.
Finally at 19th level you can see in darkness out to the radius of your Umbral Sight as easy as in bright light, even discerning colours.
The range of your Umbral Sight ability becomes equal to the range of your darkvision.

WEAPON SPECIALIZATION (EX) 3rd level
You gain the weapon specialization feat as a bonus feat for each weapon type which this class grants you proficiency.

SHADOW OVER BODY 4th level
You gain either 2 bonus stamina points or a +2 bonus to stealth and perception for every Metashadow feat you have selected or will select in the future. These bonuses stack and you choose which bonus to gain individually for each feat. Once selected these bonuses cannot change.

PATH MASTERY 5th level
Beginning at 5th level you gain a special ability for each completed path. The ability you gain depends on the completed path. If you ever unlearn a mystery from a previously completed path you also lose its associated power.
No matter the number of paths you possess, you can only have active a limited number of Path Mastery abilities of the corresponding grade. However should a Path Mastery ability grant an extraordinary ability, you do not need to activate it beforehand to gain its benefit. However you need to activate it to gain any other supernatural abilities it might grant, and if you somehow uncompleted a path, you also lose the matching extraordinary ability.
At 5th level you can have only one Apprentice Path Mastery ability active. At 11th level and every 6 levels thereafter you can activate an additional Apprentice Path Mastery ability.
At 11th level in addition to any Apprentice Path Mastery abilities, you can have one Initiate Path Mastery ability active. At 17th level and every 6 levels thereafter you can activate an additional Initiate Path Mastery ability.
At 17th level in addition to any Apprentice and Initiate Path Mastery abilities, you can have one Master Path Mastery ability active. At 23rd level and every 6 levels thereafter you can activate an additional Master Path Mastery ability.
You can change your activated Path Mastery abilities whenever you reclaim your mysteries, until you reach 20th level where you can change them at will with a 5 minute concentration.
The available Path Mastery Abilities (and their grade in parentheses) are listed in the mystery descriptions.

SUSTAINING SHADOW 6th level
Beginning at 6th level, your bond to the Plane of Shadows allows you to absorb dark energies, mitigating certain biological needs. You don't need to eat or drink to maintain health.
At 10th level you don't need to sleep, and are immune to non-magical sleep effects. You also need only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows you to regain your use of mysteries after only 2 hours of rest, but this does not allow you to regain your use of mysteries more than once per day.
At 15th level you gain immunity to non-magical diseases and poisons.
At 18th level you don't need to breathe.
At 20th level you become a Native Outsider rather than your previous creature type, and you also stop aging altogether and have no maximum age.
You also no longer takes ability score penalties for aging. Any penalties you may have already incurred, however, remain in place. Bonuses still accrue as normal.
Furthermore you become immune to all poison and diseases, magical aging effects, as well as sleep effects, even magical and supernatural ones.
Finally you can change your active path masteries at will, with only 5 minutes of concentration.



This conversion is based on Peacenlove's conversion of the Shadowcaster class to Pathfinder, and done to help understand the differences between Pathfinder and Starfinder. I have no intentions of converting mysteries, nor do I intend to do balance changes to this iteration.

Knitifine
2017-10-18, 11:25 PM
Two major problems leap out at me:

Starfinder doesn't have 7th, 8th or 9th level spells.
Starfinder doesn't have 1/2 BAB classes.

Xuldarinar
2017-10-19, 02:08 AM
Two major problems leap out at me:

Starfinder doesn't have 7th, 8th or 9th level spells.
Starfinder doesn't have 1/2 BAB classes.

You are right. These are two things that do not appear in classes we have thus far. However, given the conversion rules, it says nothing about changing the progression of 1/2 Bab classes (only that interitive attacks no longer exist), and 7th, 8th, and 9th spells are up to the brewer/DM to provide. We lack parallel but they are available post conversion.

Knitifine
2017-10-19, 02:27 AM
You are right. These are two things that do not appear in classes we have thus far. However, given the conversion rules, it says nothing about changing the progression of 1/2 Bab classes (only that interitive attacks no longer exist), and 7th, 8th, and 9th spells are up to the brewer/DM to provide. We lack parallel but they are available post conversion. I mean yeah, but that's clearly a lazy conversion made to allow one to play with the pathfinder classes being changed as little as possible. If that's what you're aiming for, sure. But if you want to actually stick to the design principals of starfinder, you should toss the Bad BAB and 7 - 9th level casting.

Xuldarinar
2017-10-19, 04:35 AM
I mean yeah, but that's clearly a lazy conversion made to allow one to play with the pathfinder classes being changed as little as possible. If that's what you're aiming for, sure. But if you want to actually stick to the design principals of starfinder, you should toss the Bad BAB and 7 - 9th level casting.

Thats just it though. Thats all it was ever meant to be. A practice in conversion for the purpose of understanding the mechanical differences between Pathfinder and Starfinder rather than a path to make a fully functional and balance conversion of an old class. A full on spiritual and mechanical conversion would require: Potential change of BAB progression, Mystery Acquisition, Mysteries in of themselves (which is more of a matter of an overhaul of paths and such) most of which dating back to 3.5 with some brew made under the pathfinder system with the converted class, recreation of feats (or utter replacement since metamagic does not exist in starfinder), and so on.

If I were to do a conversion of such a scale, I'd be more tempted to convert the binder (though the medium is more reasonable as it is one step rather than two), or the truenamer (see what I could get away with on such an overhaul). Then again, this was more of a precursor to my conversion of the Kineticist which.. though it is not an overhaul of abilities.. does transition much more smoothly into the system and I cover more bases with it.