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    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Descent of Shadows: Project Shadow Returns

    Above Nature [Path Mastery]
    Your rampant abuse of nature has taught it not to mess with you.
    Prerequisites: Ability to cast the Rebellion of Nature mystery, Path Mastery
    Benefit: Animals, Magical Beasts, and Fey cannot attack you unless they succeed on a will save (dc 10 + 1/2 caster level + cha modifier). Magical Beasts get a +2 bonus on this save and Fey get a +4 bonus.

    Advice of Shadows:
    The shadows you surround yourself with impart useful advice.
    Prerequisites: Shadowcaster level 1
    Benefit: choose one Intelligence-, Wisdom-, or Charisma-based skill. While in shadowy illumination or darkness, you add half of your shadowcaster level as a bonus on all such skill checks and can make such skill checks untrained, if applicable.

    Arcane Acknowledgement
    You have taken advantage of your arcane nature.
    Prerequisites: Shadowcaster level 1
    Benefit: You may treat the mysteries you possess by virtue of the Shadowcaster class as either mysteries or arcane spells (even if they are cast as spell-like or supernatural abilities) for the purposes of meeting the prerequisites of prestige classes or feats, as well as for the purpose of caster levels granted by prestige classes.

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

    Astray in the Dark [Path Mastery]
    You can fight from further away than other suspect.
    Prerequisites: ability to cast the Umbral Fist mystery, Path Mastery
    Benefit: 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.

    Battlefield Blaster [Path Mastery]
    Your normal tactics of taking out huge armies at once has made you an expert at avoiding your own mysteries.
    Prerequisites: Ability to cast the Disastrous Orbs mystery, Path Mastery
    Benefit: You are immune to the effects of your own mysteries unless they specifically target you or you choose to waive this immunity.

    Black Resistance [Shadow Essence]
    The shadows protect you against most affects
    Benefit: once per day for each shadow essence feat you possess, you may add your charisma modifier to a single saving throw as an insight bonus as an immediate action. This action must be declared before rolling the saving throw.

    Blast of Cold [Dark Store]
    You can unleash a potent blast of cold.
    Prerequisites: access to a 4th level mystery.
    Benefit: In order to gain the benefits of Blast of Cold on any given day, you must surrender the use of any 4th level mystery while recovering your mysteries for that day.
    As a standard action, you may make a ranged touch attack against any target within close range, dealing 2d6 cold damage with a successful hit, +1d6 cold damage/5 caster levels.

    Blur of Shadows [Path Mastery]
    You cause the very ground to buckle and ripple.
    Prerequisites: ability to cast the Clinging Darkness mystery, Path Mastery
    Benefit: 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.

    Cloak and Dagger [Path Mastery]
    Your mastery of defense and retaliation has been honed.
    Prerequisites: ability to cast the Sharp Shadows mystery, Path Mastery
    Benefit: 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.

    Complicate Casting [Metashadow]
    Though most shadow magic users revel in the ease with which shadow magic comes to them, others prefer to complicate matters in order to gain greater benefits.
    Benefit: A number of times per day equal to your intelligence modifier, you may modify mysteries to become more complicated, increasing their power at the same time. You have two ways to use this feat:
    Verbal Component: If you add a verbal component to your mystery, it becomes backed by your words of power, granting you a +2 bonus on checks to overcome spell resistance against that mystery, if any would be allowed.
    Material Component: If you add an onyx gem worth 500 gp/spell level of the mystery to be enhanced, the mystery gains a +2 bonus to its caster level.
    XP cost: If you pay 50 XP/spell level of the mystery to be enhanced, the mystery gains a +2 bonus to its save DC.
    Special: This feat may be taken multiple times. Each time it is taken, you gain an additional number of daily uses equal to your intelligence modifier.
    Note: This feat can add components to spell-like and supernatural mysteries that such abilities do not normally have.

    Contingent Mystery [Shadowcraft]
    You have learned how to set semipermanent spells to yourself that will activate under certain conditions
    Prerequisites: Shadowcrafter, Caster level 11th
    Benefits: You can now create shadowcraft contingent spells, called contingent mysteries. Each contingent mystery lowers your maximum hit points by 10. Whenever the condition of a contingent mystery is met, the mystery is cast and you take nonlethal damage equal to your character level. A contingent mystery can only trigger if you are conscious (although it can trigger even if doing so would knock you unconscious).
    In addition, the nature of contingent mysteries protects you from death. For every contingent mystery you possess, you may survive for one round after being knocked to –10 hit points. If you possess the diehard feat, you still fall unconscious at under –9 hit points. However, if you are healed to –9 hit points or higher during this time, you do not die.

    Creeping Shadows [Shadow Essence]
    You have learned how to hide in complete darkness
    Benefits: you gain a +2 bonus on hide and move silently checks for each shadow essence feat you possess.

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

    Dark Awareness [Shadow Essence]
    Your shadows inform you of your surroundings.
    Prerequisites: two shadow essence feats
    Benefit: So long as you are conscious and capable of movement, you cannot be caught flat footed by anyone except those whose levels or hit dice exceed twice the number of shadow essence feats you possess.

    Dark Charm [Path Mastery]
    Your personality can end battles before they start.
    Prerequisites: ability to cast the Shadow’s Appeal mystery, Path Mastery
    Benefit: you gain diplomacy as a class skill (this is not a supernatural ability) and you add half of your caster level as a competence bonus on diplomacy checks.

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

    Dark Eidolon [Shadowcraft]
    You have learned how to create short-term servants of shadow.
    Prerequisites: Shadowcrafter, Caster level 7th
    Benefits: you can now craft shadowcraft constructs, called dark eidolons. At any time, you may only possess one dark eidolon. If you possess a dark eidolon, your maximum hit points are reduced by 20. A Dark Eidolon spends much of its time in extradimensional space. Once per day, you may call it out of this extradimensional space for up to 1 minute/level. At the end of this time, it disappears back into its extradimensional space unless it has been destroyed, in which case it is gone forever. Whenever it is called, it is healed of any damage that it had taken when it was previously called.
    If you possess a dark eidolon, any critical hit or sneak attack has a 25% chance of dealing normal damage to you.

    Dark Insulation [Dark Store]
    You can insulate a target with the power of shadow
    Prerequisites: access to a 2nd level mystery.
    Benefit: In order to gain the benefits of Dark Insulation on any given day, you must surrender the use of any 2nd level mystery for while recovering your mysteries for that day.
    As an immediate action, one target within 20 feet gain fire or cold resistance 5 (chosen when used). This does not stack with existing fire or cold resistance.

    Dark Lifeline [Shadow Essence]
    The shadows work to prevent your untimely demise
    Prerequisites: one shadow essence feat
    Benefit: You have a 5% chance per two shadow essence feats you possess to ignore any extra damage from a sneak attack or critical hit.

    Dark Puppeteer [Path Mastery]
    You have a knack for controlling others
    Prerequisites: ability to cast the Shadow Surge mystery, Path Mastery
    Benefit: when attacked, you may make a Bluff, Diplomacy, or Intimidate 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.

    Dark Retribution [Dark Store]
    You can unleash a mighty retributive blast
    Prerequisites: access to a 6th level mystery.
    Benefit: In order to gain the benefits of Dark Retribution on any given day, you must surrender the use of any 6th level mystery while recovering your mysteries for that day.
    As a full-round action, you can unleash a retributive blast in a 10-foot radius spread anywhere within 100 feet. All within this area take damage equal to the amount of damage you suffered since the end of your last turn. A successful reflex save halves this damage.

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

    Darkened Soul [Shadow Essence]
    Your shadow absorbs any damage that would be dealt to your soul
    Benefit: you may ignore a number of negative levels each day equal to the number of shadow essence feats you possess.

    Delayed Mystery [Metashadow]
    You can put a short delay on your mysteries.
    Prerequisites: Any two metashadow feats
    Benefit: Once per day, you may delay the effects of a mystery come into play 3 rounds after it is cast. Only touch, area, and personal mysteries can be affected in this way. All decisions for the mystery are made at the time of casting and can be altered as a full-round action. If conditions change during that time to make the mystery impossible to cast, it simply fails.
    Special: You can take this feat multiple times.

    Divine Acknowledgement
    You have taken advantage of your divine nature.
    Prerequisites: Cultist level 1
    Benefit: You may treat the mysteries you possess by virtue of the Cultist class as either mysteries or divine spells (even if they are cast as spell-like abilities) for the purposes of meeting the prerequisites of prestige classes or feats, as well as for the purpose of caster levels granted by prestige classes.

    Draining Surge [Dark Store]
    You can cause a burst of adrenaline within another, followed by fatigue.
    Prerequisites: access to a 3rd level mystery.
    Benefit: In order to gain the benefits of Draining Surge on any given day, you must surrender the use of any 3rd level mystery while recovering your mysteries for that day.
    As a standard action, you can give anyone within 30 feet a burst of rage, followed by a period of fatigue. The target gets a +2 bonus to their strength and dexterity scores for 1 round. Afterwards, the target is fatigued for 2 rounds. The entire effect is negated with a successful will save.

    Ebon Bargain [Shadowcraft]
    You can grant yourself further power by pushing a part of yourself into the shadows.
    Prerequisites: Shadowcrafter, Caster level 12th
    Benefits: You can now create shadowcraft rings through a process called an ebon bargain. This process sends a small part of your body (generally a pound of meat and flesh, but sometimes more) physically into the shadows, allowing the power of shadow to follow the same path back to your body. Despite the gruesomeness of this process, it is not an evil act. At any time, you can only possess a number of ebon bargains up to half of your constitution modifier (minimum 1). Each ebon bargain lowers your maximum hit points by 15 (these points are restored whenever your maximum hit points would be restored).
    For each ebon bargain active on your person, you may negate the effect of the first death effect aimed at you in a 24 hour period.

    Ebon Collector [Shadow Essence]
    The shadows collect a large amount of unused items, which you now have access to.
    Benefits: once per day per shadow essence feat you possess, you may create any item costing no more than 1 gp as a standard action that provokes attacks of opportunity, so long as it is no larger than one foot in its largest dimension. Such items are instantly destroyed once exposed to daylight (or to the area of a daylight spell). If a second item is created in this way while a first one is in existence, the first one is destroyed.

    Ebon Force [Dark Store]
    You create a pseudo-living creature from the shadows around you.
    Prerequisites: access to a 2nd level mystery.
    Benefit: In order to gain the benefits of Ebon Force on any given day, you must surrender the use of any 2nd level mystery while recovering your mysteries for that day.
    As a standard action, you can create a pseudo-animate force in any square within 30 feet, which lasts for 1 round. This force weighs up to 5 pounds/level and permits flanking opportunities, although it may not attack in any way. In addition, to pass through the square possessing the force, a creature must make a strength check (DC 10 + class level).

    Ebon Form [Path Mastery]
    Your form is heavily reinforced by shadow.
    Prerequisites: able to cast the Shadow Time mystery, Path Mastery
    Benefit: You gain the Timeless body class feature.
    In addition, under any condition other than direct sunlight, you gain fast healing 2.

    Ebon Hand [Path Mastery]
    You have learned how to channel shadow through your hands.
    Prerequisites: ability to cast the Umbral Touch mystery, Path Mastery
    Benefit: 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.

    Ebon Pocket
    You have developed a small extradimensional space to store items in.
    Prerequisites: Shadowcaster level 1
    Benefit: You have a small extradimensional space, that only you can access to store items in or withdraw items out of as a standard action. This pocket may be accessed to store items in or withdraw items from a number of times each day equal to your Shadowcaster level. This extradimensional space is the size of a belt pouch. A 5th level or higher Shadowcaster has an Ebon Pocket the size of a Backpack. A 10th level or higher Shadowcaster has an Ebon Pocket that can hold 5 cubic feet of material/level and up to 10 pounds/level. A 15th level or higher shadowcaster can access their Ebon Pocket as a swift action. A 20th level or higher shadowcaster can access their Ebon Pocket at will. The Ebon Pocket is a supernatural ability and cannot be accessed within an antimagic zone.

    Efficient Shadowcrafting [Shadowcraft]
    You can create shadow craft items with incredible speed if you spend some of your own essence
    Prerequisites: Shadowcrafter
    Benefits: If you choose to pay an XP cost equal to 1/25 of the gp cost of a shadowcraft item, every day it would take to create that item takes only one hour instead.

    Elude Detection [Dark Store]
    You can escape the effects of any divination spell.
    Prerequisites: access to a 5th level mystery.
    Benefit: In order to gain the benefits of Elude Detection on any given day, you must surrender the use of any 5th level mystery while recovering your mysteries for that day.
    As a standard action, you can put a ward around yourself. The next time within 1 minute/level that you are subject to a divination effect or are caught in one’s effect, you may make a will save with a +2 bonus, even if that spell does not normally allow will saves. If you succeed on a will save against a divination effect that does not normally allow a saving throw, you are undetected or otherwise unaffected by it.

    Embrace of Shadow [Path Mastery]
    Your power of shadows protects you from adverse effects.
    Prerequisites: ability to cast the Umbral Immunity mystery, Path Mastery
    Benefit: you add your charisma modifier as an insight bonus to all saving throws.

    Ephemeral Combat [Shadow Essence]
    You can more effectively attack insubstantial creatures.
    Benefit: for each shadow essence feat you possess, all of your attacks, spells, spell-like abilities, and supernatural abilities are 5% more likely to affect incorporeal creatures.

    Ephemeral Curse [Dark Store]
    You can curse those around your to future failure.
    Prerequisites: access to a 3rd level mystery.
    Benefit: In order to gain the benefits of Ephemeral Curse on any given day, you must surrender the use of any 3rd level mystery while recovering your mysteries for that day.
    As a standard action, you can curse your foe, imposing a –2 penalty on all saving throws that they make for 1 round/level. A successful will save negates this effect.

    Ephemeral Palm [Path Mastery]
    You have focused the more baleful of shadow energies into your hands.
    Prerequisites: ability to cast the Invisible Pyre mystery, Path Mastery
    Benefit: 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.

    Ephemeral Wings [Dark Store]
    You can fly for a few moments upon wings of shadow.
    Prerequisites: access to a 6th level mystery.
    Benefit: In order to gain the benefits of Ephemeral Wings on any given day, you must surrender the use of any 6th level mystery while recovering your mysteries for that day.
    As a standard action, you may grant yourself a fly speed of 30 feet (average maneuverability) for 1 round.

    Erudite Magus
    Your experience as a wizard and as an eventide magus complement each other.
    Benefits: Your wizard and eventide magus levels stack when determining the abilities of your familiar and ebon staff.

    Escape Into Shadow
    Your reflexes allow you to escape from sticky situations.
    Prerequisites: Shadowcaster or cultist level 8, Unnatural Reflexes
    Benefit: Whenever you utilize your unnatural reflexes feat, you gain the evasion class feature for 1 round.

    Escaping Shade [Path Mastery]
    You can escape from the toughest of situations.
    Prerequisites: ability to cast the Black Labyrinth mystery, Path Mastery
    Benefit: as a swift action, you can enter a state that helps them escape. First of all, each of your speeds are 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. If you are immune to nonlethal damage, you instead take an equal amount of lethal damage each round.

    Esoteric Knowledge [Path Mastery]
    Your have learned much from your time in the shadows.
    Prerequisites: ability to cast the Afraid of the Dark mystery, Path Mastery
    Benefit: 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.

    Extra Fundamental
    You can call upon more fundamentals
    Prerequisites: Shadowcaster level 1
    Benefit: You gain access to a new fundamental, which you may use as a supernatural ability 3 times per day. This fundamental follows the same rules as the Shadowcaster’s normal fundamentals.
    Special: you may select this feat a number of time up to your intelligence modifier. Each time, you either gain more uses of a previously known fundamental or gain daily uses of a new fundamental.

    Extra Mystery
    You gain a bit of extra power
    Prerequisites: Shadowcaster level 2
    Benefit: You gain access to an additional apprentice mystery that you meet all prerequisites for. In order to use this mystery, you must succeed on a DC 20 concentration check. If you use apprentice mysteries as spell-like abilities, the DC is lowered to 15. If you use apprentice mysteries as supernatural abilities, the DC is lowered to 10.
    Special: A shadowcaster may select extra mystery as one of their bonus feats.
    The mystery you gain access to through this feat does not count as the ability to cast that mystery for the purpose of learning higher-level mysteries or meeting the prerequisites of feats or prestige classes.

    Extra Mystery Use
    You have learned how to get more use out of mysteries.
    Benefit: when regaining mysteries, you may select one mystery. You gain an extra use of that mystery until you next regain mysteries. The same mystery need not be chosen each time.
    Special: This feat may be taken as a bonus shadowcaster feat.

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

    Face of Shadow [Shadow Essence]
    You gain the ability to intimidate others more thoroughly
    Benefit: you gain a +1 bonus on intimidate checks for each shadow essence feat you possess.
    In addition, if you manage to demoralize a foe through the use of the intimidate skill, they remain demoralized for a number of rounds equal to the number of shadow essence feats you possess.

    Fading Arcana [Dark Store]
    You can dispel weaker magic’s at a whim.
    Prerequisites: access to a 6th level mystery.
    Benefit: In order to gain the benefits of Fading Arcana on any given day, you must surrender the use of any 6th level mystery while recovering your mysteries for that day.
    As a standard action, you may attempt to dispel any 3rd level mystery or spell. You make a dispel check (1d20 + your class level, maximum +15) against a DC of 11 + the spell or mystery’s caster level. As this ability is neither a mystery nor a spell, no penalty is taken when attempting to dispel either.

    False Recovery [Dark Store]
    You can offset damage to a target’s health or abilities.
    Prerequisites: access to a 5th level mystery.
    Benefit: In order to gain the benefits of False Recovery on any given day, you must surrender the use of any 5th level mystery while recovering your mysteries for that day.
    As a standard action, you may grant a touched target a number of temporary hit points up to your caster level or an enhancement bonus of up to +4 to any ability score. The temporary hit points plus the target’s current hit points may not exceed the target’s maximum hit points. The enhancement bonus plus the target’s current ability score may not exceed that target’s normal (undamaged, undrained, and unpenalized) ability score. These bonuses last up to 1 minute/level.

    Forceful Shadowcaster
    You force your mysteries with sheer force of personality.
    Prerequisite: Shadowcaster level 1
    Benefit: 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.

    Forsaken Lore [Path Mastery]
    Your general knowledge has taught you much about your shadowy abilities.
    Prerequisites: ability to cast the Pry the Truth mystery, Path Mastery
    Benefit: you gain a +1 insight bonus to your caster level.

    Ghostly Mystery [Metashadow]
    Your mysteries intrude upon those in other dimensions.
    Prerequisites: Any other metashadow feat.
    Benefit: Once per day, you can apply the effect of the Ghostly Mystery feat to any mystery with an area of a burst, cone, emanation, or spread that you cast. The mystery functions fully against any incorporeal and ethereal creatures within the area of the mystery, as well as on all creatures within an extradimensional space within the area of the mystery.
    Special: You can take this feat multiple times.

    Grasp Mind [Dark Store]
    You cause others to lose some control over themselves.
    Prerequisites: access to a 1st level mystery
    Benefit: In order to gain the benefits of Grasp Mind on any given day, you must surrender the use of any 1st level mystery while recovering your mysteries for that day.
    As an immediate action, you can force a creature within 30 feet to make a will save. If they fail, they take a –2 penalty on their next attack roll, so long as it is made before the start of your next turn.

    Grasp of Shadow [Path Mastery]
    Shadow holds others who neglect to move around you soon find themselves trapped.
    Prerequisites: ability to cast the Consume Essence mystery, Path Mastery
    Benefit: As a swift action, you can cause shadows to entrap enemies within 10 feet/level of you. 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 (dc15+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.

    Graze of Shadows [Dark Store]
    You can cause slight damage to others by touch.
    Prerequisites: access to a 1st level mystery.
    Benefit: In order to gain the benefits of Graze of Shadow on any given day, you must surrender the use of any 1st level mystery while recovering your mysteries for that day.
    As a standard action, you may make a touch attack that deals 1 nonlethal damage +1 nonlethal damage/2 caster levels.

    Guarded Mind [Path Mastery]
    The shadows you use as informants also protect your mind.
    Prerequisites: ability to cast the Spun into Myth mystery, Path Mastery
    Benefit: you are immune to intelligence, wisdom, and charisma ability damage and ability drain.

    Hollow Being [Path Mastery]
    You have emptied much of your own essence into the shadows
    Prerequisites: ability to cast the Without a Trace mystery, Path Mastery
    Benefit: 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.

    Impeding Mystery [Metashadow]
    You cause the area of a spell to impede movement.
    Prerequisites: Any two metamagic feats.
    Benefit: Once per day, you can apply the effect of the Impeding Mystery feat to any mystery with an area that you cast. Anyone within the area who fails their saving throw (or who fails a reflex save, should no save normally be allowed) when the mystery is cast is immobilized for 1 round. If the mystery’s duration is longer than instantaneous, all movement speeds made across the mystery’s area are slowed by 5 feet.
    Special: You can take this feat multiple times.

    Improved Umbral Focus
    Your control of shadow is even more efficient.
    Prerequisite: Umbral Focus
    Benefits: you gain an additional +1 bonus on Umbral Strain checks.

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

    Knowledgeable Shadows [Shadow Essence]
    The shadows vastly increase your knowledge and insight.
    Benefits: you gain a +1 bonus on all knowledge checks for each shadow essence feat you possess. This does not allow knowledge skills to be used untrained.
    In addition, once per day per shadow essence feat you possess, before rolling an attack roll, skill check, or saving throw, you may declare that the roll gains a +1 insight bonus.

    Lightened Shadow [Shadow Essence]
    Your weight is lowered by your connection to the shadow, granting you certain benefits.
    Benefits: You gain a +2 on jump and climb checks for each shadow essence feat you possess.
    For each shadow essence feat you possess, you may ignore the first 10 feet of a fall (this ability stacks with the slow fall class feature or any tumble checks made)
    Your weight is halved.

    Magebane Mystery [Metashadow]
    Your mysteries are detrimental to spellcasters.
    Benefit: Once per day, you can apply the effect of the Magebane Mystery feat to any mystery you cast. A magebane mystery imposes a –2 penalty to the caster level of all spellcasters targeted by or caught in the area of the mystery for 1d4 rounds.
    Special: You can take this feat multiple times.
    Special: The empower mystery and maximize mystery feats do not affect the variable aspect of this feat.

    Master Dabbler
    You can alter your mysteries to greater effect.
    Prerequisites: access to 6 different paths, any metashadow feat
    Benefit: 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.

    Master of Mysteries [Path Mastery]
    Your practice in pure shadow magic has lead to control over shadow magic in general.
    Prerequisites: ability to cast the Shadow Absorption mystery, Path Mastery
    Benefit: Whenever you reclaim your mysteries, choose one apprentice mystery. For the next 24 hours, you may use that apprentice mystery at will.

    Metashadow Mastery
    You can alter shadows in much greater amounts.
    Prerequisites: access to 12 different paths, Master Dabbler
    Benefit: you gain an extra daily use of all metashadow feats.
    Special: You may select this feat multiple times. Its effects stack.

    Midnight Alchemist
    Your ability in alchemy is unmatched by those of normal magic.
    Prerequisites: Shadowcaster level 1
    Benefits: Whenever you make a craft check to determine the daily or weekly progress made on an alchemic item, double the results (effectively halving the time needed to make them).
    In addition, all alchemic items made by you add your intelligence modifier (to a maximum of your shadowcaster level) as a bonus to all damage rolls and to all save DCs.

    Midnight Armor [Shadow Essence]
    Shadows allow you to move more fluently in your armor.
    Prerequisites: one shadow essence feat
    Benefits:[/B] for every two shadow essence feats you possess, the armor check penalty of armor you wear is reduced by one and the maximum dexterity bonus is increased by one.

    Midnight Avoidance [Dark Store]
    You can dodge attacks with uncanny ease.
    Prerequisites: access to a 4th level mystery.
    Benefit: In order to gain the benefits of Midnight Avoidance on any given day, you must surrender the use of any 4th level mystery while recovering your mysteries for that day.
    As an immediate action, you can gain a 20% miss chance against a single attack.

    Midnight Illusion [Dark Store]
    You create a small illusion in the area
    Prerequisites: access to a 2nd level mystery.
    Benefit: In order to gain the benefits of Midnight Illusion on any given day, you must surrender the use of any 2nd level mystery while recovering your mysteries for that day.
    As a standard action, you can create a figment effect anywhere within a 5-foot/level radius of yourself. The figment’s largest dimension cannot exceed 5 feet and it cannot move. This ability only creates a visual element for the figment and a will save allows others to disbelieve it.

    Morphic Form [Path Mastery]
    Your morphic form helps protect you from more dangerous blows.
    Prerequisites: ability to cast the Dark Transformation mystery, Path Mastery
    Benefit: any critical hit or sneak attack made against you has a 25% chance of dealing normal damage instead. This percentile is rolled separately from that provided by fortification armor.

    Mystery Focus
    You can give a mystery a last moment boost
    Prerequisites: Access to one apprentice mystery.
    Benefit: once per day, as a swift action, you may increase the save DC of the next mystery you cast by 2, so long as it is cast before the end of your next round.

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

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

    Nimble Shadows [Shadow Essence]
    You have learned how to evade blows with great ease.
    Prerequisites: One shadow essence feat.
    Benefits: At the beginning of each turn, you may select one visible opponent within 30 feet. You gain a +1 dodge bonus to your AC for every two shadow essence feats you possess (including this one) against that target.

    Osseus Rune [Shadowcraft]
    You have learned how to inscribe the power of shadows into your very bones.
    Prerequisites: Shadowcrafter, Caster level 3rd
    Benefits: you can now craft shadowcraft wondrous items, called Osseus Runes, directly onto your bones through an incredibly bloody process. Each ebon rune lowers your maximum hit points by its caster level. In addition, you can gain only limited use out of your osseus runes. You may only utilize an Osseus Rune once per day if you only have access to apprentice mysteries, twice per day if you have access to initiate mysteries, and three times per day if you have access to master mysteries. Each use is activated as a swift action and lasts for a number of rounds equal to your character level (or less, depending on the item). Only items that grant constant bonuses or possess uses per day may be made in this way. Instead of imitating other wondrous items with this effect, you create Osseus Runes from scratch, using the pricing guidelines on Page 285 of the Dungeon Master’s Guide.
    For each osseus rune you possess, you heal an additional hit point whenever you rest. If receiving long-term care, you instead heal an additional two hit points per osseus rune.
    Note: The DM has complete authority over what effects are plausibly or implausibly imitated in this way. For example, although a cape of resistance may make enough sense, a mask of the skull may not.

    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.

    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.

    Perceptive Shadows [Shadow Essence]
    Shadows aid your perceptions, allowing them to border on the supernatural
    Benefits: You gain a +2 bonus on spot, listen, and search checks for each shadow essence feat you possess.
    In addition, for up to 1 round/shadow essence feat you possess, you may see invisible creatures. Initiating or ending this ability takes a swift action and it need not all be used at once.

    Persistent Mystery [Metashadow]
    Your mysteries may last all day.
    Prerequisites: Any five metashadow feats.
    Benefits: When you take this feat, select one mystery you possess access to of up to 1st level with a range of personal. If your level is high enough to cast Initiate mysteries, you may instead choose a mystery of up to 2nd level. If your level is high enough to cast Master mysteries, you may choose a mystery of up to 3rd level.
    Whenever you regain your mysteries for the day, the chosen mystery is cast on your person automatically and its duration is increased to 24 hours. If the mystery is dispelled, subsequent uses retain their normal duration.
    Special: You can take this feat up to 3 times. To take it a second time, you must have ten metashadow feats. To take it a third time, you must have fifteen metashadow feats.

    Phantom Assault [Path Mastery]
    Shadows seem to surround your foes, leaving them vulnerable.
    Prerequisites: ability to cast the Army of Shadow mystery, Path Mastery
    Benefit: all adjacent foes are considered flanked.
    In addition, casting mysteries as spells does not provoke attacks of opportunity.
    Lastly, you may use the aid another action as a swift action.

    Piercing Gaze [Path Mastery]
    You can see what others can’t.
    Prerequisites: ability to cast the Killing Shadows mystery, Path Mastery
    Benefit: 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).

    Protective Shadows [Shadow Essence]
    The shadows protect you against minor spells
    Benefit: You gain SR 2 for every shadow essence feat you possess. This stacks with any preexisting spell resistance you may possess.

    Pull of the Grave [Path Mastery]
    You can pull others to their doom.
    Prerequisites: able to cast the Ephemeral Storm mystery, Path Mastery
    Benefit: A number of times per day equal to your charisma bonus (minimum 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.

    Quick Arrival [Path Mastery]
    Your ability to travel unhindered is unparalleled.
    Prerequisites: ability to cast the Awaited Destination mystery, Path Mastery
    Benefit: your speed is increased by 10 feet.
    You may run for twice as long as normal before needing to make constitution checks.

    Quickened Shadows [Shadow Essence]
    You can walk and run with great speed
    Prerequisites: One shadow essence feat
    Benefits: your speed is increased by +5 feet for every two shadow essence feats you possess (including this one). This bonus is considered an enhancement bonus.

    Reactive Shadows [Shadow Essence]
    Shadows aid your reaction time, giving you an upper hand
    Benefits: You gain a +1 bonus on initiative checks for each shadow essence feat you possess.

    Resilient Shadows [Shadow Essence]
    Your body is more resistant to attack.
    Benefits: you gain 2 hit points for each shadow essence feat you possess.
    These hit points are not lost first like temporary hit points and increase or decrease your current hit points whenever you gain them or lose them.

    Retributive Mystery [Metashadow]
    You can prepare a mystery to be released in case of attack.
    Benefit: Once per day, you can cast a mystery with a range of personal or touch, which takes no immediate effect. The next time that you are dealt damage, the mystery activates. A touch mystery automatically hits if the damage originated from a natural or melee weapon or a touch attack but otherwise dissipates. A personal spell always activates (although death from the damage may render its effects moot).
    Special: You can take this feat multiple times.

    Roughen Ground [Dark Store]
    You can cause the ground around you to roughen
    Prerequisites: access to a 1st level mystery
    Benefit: In order to gain the benefits of Roughen Ground on any given day, you must surrender the use of any 1st level mystery while recovering your mysteries for that day.
    As a swift action, designate one 5-foot square + one 5-foot square/5 levels within 20 feet of you. All movement through that square takes 2 squares of movement, but tumble checks made through it are not penalized and the square can be run and charged through.

    Runebound Mystery [Metashadow]
    You can instill your mysteries in small runes.
    Benefit: Once per day, you may inscribe a rune into an adjacent square, casting a mystery into it. This requires either chalk, ink (ink from liquid night is sufficient) or some similar surface to draw the rune on a solid surface (such a rune can be removed with a gallon of water) or a strong stick or pole to carve one into loose earth (such a rune is removed with strong or stronger winds). Divination effects do not detect any magic within the rune but anyone who steps into the rune’s square activates the mystery. Runes take a dc 20 spot or search check to find and they retain potency for 24 hours. Mysteries with a range of personal may not be used in combination with the Runebound Mystery feat. The inscription of a rune takes a full-round action.
    Special: You can take this feat multiple times.
    Last edited by Realms of Chaos; 2010-02-10 at 03:34 AM.