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    Ogre in the Playground
     
    AssassinGuy

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    Apr 2007

    Default Re: Descent of Shadows: Project Shadow Returns

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

    Sensory Denial [Dark Store]
    You can deny all nearby creatures their senses.
    Prerequisites: access to a 4th level mystery.
    Benefit: In order to gain the benefits of Sensory Denial on any given day, you must surrender the use of any 4th level mystery while recovering your mysteries for that day.
    As swift action, you can render all targets (including yourself) within a 30 foot radius either deafened or blinded for 1 round. A successful fortitude save negates this effect.

    Shaded Mysteries
    Your mysteries gain extra power when cast from the shadows.
    Benefit: while in areas of shadowy illumination (but no brighter or dimmer), the caster level of your mysteries are increased by 1.
    If both you and your target are in one area of continuous shadowy illumination, the save DC of any mystery used against them is increased by 1.
    Special: This feat may be taken as a bonus shadowcaster feat.

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

    Shadow Blood [Shadow Essence]
    Your blood is infused with shadowstuff, allowing it to remain in your body more effectively
    Benefit: You gain Damage Reduction 1/bludgeoning. The value of this damage reduction is increased by one for every two shadow essence feats you possess.

    Shadow Draught [Shadowcraft]
    You have learned how to circulate magical power through your own blood.
    Prerequisites: Shadowcrafter, Caster level 3rd
    Benefits: You can now create shadowcraft potions, called shadow draughts, which use the medium of your own blood. Each Shadow Draught you possess lowers your maximum hit points by 1. In order to use a Shadow Draught, you must spend a standard action to inflict a minor wound to yourself, dealing yourself 1 damage.
    In addition, for each shadow draught you possess, the chance of you automatically stabilizing yourself is increased by 3% due to your increased control over your blood.
    Note: although you may make shadowcraft potions in this way, you may not make shadowcraft oils.

    Shadow Master
    You are accomplished at using shadows.
    Prerequisites: Access to one apprentice mystery.
    Benefit: all mysteries of the shadow subschool and spells of the shadow subschool gain a +1 bonus to their save DC and are 5% more real, if applicable.

    Shadow Metabolism [Shadow Essence]
    You are more resilient than others would give you credit for.
    Benefits: You gain a +2 bonus on constitution checks for every shadow essence feat you posses.
    In addition, you may choose roll your daily constitution checks against starvation and thirst at night rather than during the day.

    Shadowy Spellcaster [Shadow Essence]
    You can feed yourself to the shadows to gain increased spellcasting.
    Benefits: one per day per shadow essence feat you possess, you may take 2 constitution damage instead of expending a spell slot or a daily use of a mystery or fundamental. This ability damage cannot be cured via magical or supernatural means.

    Shadow Mind [Shadow Essence]
    Your shadow absorbs any effects that would alter your mind
    Prerequisites: two shadow essence feats
    Benefit: you can ignore one compulsion effect each day for every two shadow essence feats you possess.

    Shadow Renewal [Path Mastery]
    You have learned to sustain yourself with the power of shadow.
    Prerequisites: ability to cast the Shadow Investiture mystery, Path Mastery
    Benefit: 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.

    Shadow Redundancy
    You have learned to expand your power while using a smaller selection of mysteries.
    Benefit:Each time beyond the first that you learn a mystery, you gain an additional extra use of that mystery and you add a +1 bonus to that mystery’s save DC.
    In addition, one mystery learned twice now counts as the two mysteries that must be known to access a new level of mysteries.

    Shadow Reserve
    You can procure more power from shadows
    Prerequisite: Shadowcaster level 1
    Benefit: 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 Resilience
    You have learned how to call upon shadows for stamina
    Benefit: 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.
    If you are a Cultist, add your wisdom modifier to the amount healed.
    Special: A Shadowcaster may take this as a bonus feat. This feat may be taken multiple times, its effects stack.

    Shadow Scaling [Dark Store]
    You can scale any shadowy surface.
    Prerequisites: access to a 4th level mystery.
    Benefit: In order to gain the benefits of Shadow Scaling on any given day, you must surrender the use of any 4th level mystery while recovering your mysteries for that day.
    As a full-round action, you can grant yourself the ability to climb up walls and ceilings with ease, as the spider climb spell, for 1 round/2 levels. This ability only functions in shadowy illumination or darkness.

    Shadow Tome
    You have emulated the Wizard’s ability to record your spells.
    Prerequisites: Shadowcaster level 1, Liquid Night Fundamental
    Benefit: 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).
    Finally, whenever you would get a bonus shadowcaster feat, you instead gain an extra daily use of any mystery you know.
    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’s Freedom [Dark Store]
    You can grant others freedom of movement at the price of personal mobility.
    Prerequisites: access to a 6th level mystery.
    Benefit: In order to gain the benefits of Shadow’s Freedom 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 may grant a touched target other than yourself the benefits of the ability to ignore all effects that impede movement, such as dazed, stunned, paralysis, immobilization, solid fog, slow, and web for 1 round/caster level. However, for each target so affected in this way at a time, you take a –2 penalty to your Dexterity score and an additional –1 penalty to all reflex saves.

    Shadowcrafter [Shadowcraft]
    You have learned the secret of inscribing yourself with magical power.
    Prerequisites: access to 1st level mysteries, Constitution 13
    Benefits: You now qualify for all other Shadowcrafter Feats.
    In addition, for each shadow-craft item you possess, you gain a +1 bonus on fortitude saves made to avoid death from massive damage
    Special: This feat cannot be taken if you possess any item creation feats. If you possess the Shadowcrafter feat, you cannot take any item creation feats.
    Special: Upon taking your first level in shadowcaster, you may gain this feat as a bonus feat by lowering your constitution score by 2, assuming that you still qualify for it afterwards.

    Shadowscript [Shadowcraft]
    You have learned how to record arcane secrets upon your skin.
    Prerequisites: Shadowcrafter
    Benefits: You can now create shadowcraft scrolls, called shadowscripts, which use the medium of your own skin. Each Shadowscript can hold only one mystery and each shadowscript you possess lowers your maximum hit points by the spell level of the mystery it is used to hold (minimum 1). In order to use a shadowscript, you must spend a full round action scratching across the skin where it was placed (this deals no damage)
    In addition, for each shadowscript you possess, you ignore the first point of nonlethal damage that you take from any attack as your skin deadens blows.

    Shadowstuff Mystery [Metashadow]
    By manipulating shadow’s fickle nature, you only harm those you intend to with your mysteries.
    Prerequisites: Any two metashadow feats.
    Benefit: Once per day, you can apply the effect of the Shadowstuff Mystery feat to any mystery with an area that you cast. As you cast the mystery, select up to one target/level. Those targets are unaffected by the effects of the mystery. The mystery gains the shadow subschool.
    Casting an shadowstuff mystery is a full-round action.
    Special: You can take this feat multiple times

    Shadowy Combatant:
    You are better trained for combat
    Prerequisites: Shadowcaster or Cultist level 1.
    Benefit: If you are a shadowcaster, you gain proficiency with light armor and one martial weapon of your choice. Furthermore, you ignore all arcane spell failure gained from wearing light armor.
    If you are a cultist, you gain proficiency with heavy armor and one exotic weapon of your choice.
    Special: This feat must be taken at 1st level.

    Shadowy Imitator [Path Mastery]
    You have learned the art of imitation from your command of shadows.
    Prerequisites: ability to cast the Greater Shadow Evocation mystery, Path Mastery
    Benefit: 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.

    Shady Magician [Path Mastery]
    You have learned to harness both mysteries and magic.
    Prerequisites: ability to cast the Flood of Shadows mystery, Path Mastery
    Benefit: 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.

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

    Shape of Shadow [Dark Store]
    You can enlarge and bolster your form using the power of shadows.
    Prerequisites: access to a 5th level mystery.
    Benefit: In order to gain the benefits of Shape of Shadow on any given day, you must surrender the use of any 5th level mystery while recovering your mysteries for that day.
    As a full-round action, you can increase your size to the next category. When so changed, you gain +2 strength, -4 dexterity, and a number of temporary hit points equal to your caster level. In all other ways, this functions as the enlarge person spell.

    Shifting Shadows:
    You can shift your power as you wish
    Prerequisites: Shadowcaster level 5
    Benefit: 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.

    Sight of Shadows:
    The shadows around open your senses.
    Prerequisites: Umbral Sight class feature
    Benefit: you add your charisma modifier as a bonus on all listen checks, as well as on all spot checks made within the range of your darkvision.
    Add search to your list of class skills.

    Signature Mystery
    The ease with which you utilize a given mystery is astounding.
    Prerequisites: Favored Mystery
    Benefit: Choose one mystery that you have taken the favored mystery feat for. That mystery gains a +1 bonus to its save DC.
    By sacrificing a daily use of a higher-level mystery as a standard action, you gain an extra daily use of your Signature Mystery.
    Special: This feat may be taken as a bonus shadowcaster feat. This feat may be taken multiple times. Its effects do not stack. Each time it is taken, select a new spell for which you have taken Favored Mystery.

    Silent Speaker[Path Mastery]
    You can speak to others without noise or expression.
    Prerequisites: ability to cast the Curse of Silence mystery, Path Mastery
    Benefit: 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).

    Slipping Gaze [Dark Store]
    You cause others to see less clearly for a few moments
    Prerequisites: access to a 1st level mystery
    Benefit: In order to gain the benefits of Slipping Gaze 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 can force a creature within 30 feet to make a will save. If they fail, they take a –5 penalty on all spot checks, the range of any darkvision they possess is halved, and they gain a 20% miss chance on all attacks against creatures in shadowy illumination and darkness (unless the chance would otherwise be higher) for 1 round/level.

    Squelch Fear [Dark Store]
    You suppress the fear of others with shadow
    Prerequisites: access to a 2nd level mystery.
    Benefit: In order to gain the benefits of Squelch Fear 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 may allow one target + one target/4 levels to ignore any fear that they suffer from for 1 round. If the fear’s duration is measured in rounds, this round does not count towards the duration of that fear effect.

    Subduing Mystery [Metashadow]
    You can modify a mystery to keep your opponent alive.
    [B]Benefit: Whenever you cast a mystery that deals energy damage, you may replace the energy damage with an equal amount of nonlethal damage.

    Subduing Shadow [Shadow Essence]
    Your shadows aid your ability to knock your opponents senseless.
    Benefit: Whenever one of your attacks, spells, or mysteries deals nonlethal damage, it deals an extra amount of nonlethal damage equal to the number of shadow essence feats you possess.

    Subtle Voice [Path Mastery]
    You can communicate at a completely subconscious level.
    Prerequisites: ability to cast the Flicker mystery, Path Mastery
    Benefit: You can communicate telepathically at a range of 30 feet and gain a +2 bonus on intimidate checks.

    Tainted Shadowcaster
    Your taint aids you in the manifestation of mysteries.
    Prerequisites: Shadowcaster level 1, Mild Taint
    Benefit: 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.

    Twilight Ascendance [Path Mastery]
    You have ascended to a state of almost pure shadow.
    Prerequisites: ability to cast the Shadow Immersion mystery, Path Mastery
    Benefit: 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.

    Twilight Guard [Path Mastery]
    Your power of shadow serves to protect you.
    Prerequisites: ability to cast the Shadow Storm mystery, Path Mastery
    Benefit: You gain acid resistance 10, cold resistance 10, electricity resistance 10, fire resistance 10, and sonic resistance 10. Once this ability has prevented damage equal to or greater than twice your caster level, you lose all benefits until you next regain your mysteries.

    Twilight Tongue [Dark Store]
    The shadows have granted you the gift of tongues.
    Prerequisites: access to a 3rd level mystery.
    Benefit: In order to gain the benefits of Twilight Tongue on any given day, you must surrender the use of any 3rd level mystery while recovering your mysteries for that day.
    As a swift action, you may learn one non-secret language for 1 round, gaining the ability to speak it, understand it, read it, and write it.

    Twilight Warper [Path Mastery]
    Your form has lost coherence, granting you certain benefits.
    Prerequisites: ability to cast the Twisted Summons mystery, Path Mastery
    Benefit: 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.

    Umbral Blast [Dark Store]
    You can blast others away with shadows alone.
    Prerequisites: access to a 5th level mystery.
    Benefit: In order to gain the benefits of Umbral Blast 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 bulrush a target as far away as 30 feet. For this purpose, you are treated as being one size category larger and possess a strength score equal to 10 + your caster level. This ability may press the target further than 30 feet away from you.

    Umbral Essence [Shadowcraft]
    You have learned how to set up a large but exhausting reservoir of power within shadows.
    Prerequisites: Shadowcrafter, Caster level 5th
    Benefits: You can now create shadowcraft wands, called umbral essences, that are weaved into your very essence. At any time, you can only possess a number of umbral essences equal to your constitution modifier. Each umbral essence lowers your maximum hit points by 5. Whenever you expend a “charge” from an umbral essence, you take 5 nonlethal damage. In addition, only one umbral essence “active” at any given time. Switching between two umbral essences takes a full-round action that provokes attacks of opportunity.
    In addition, for each umbral essence you possess, you may ignore the effects of up to one negative level active on yourself. While protected from a negative level in this way, you are not at risk of it causing level loss.

    Umbral Focus
    You can control the power of shadow more efficiently
    Prerequisites: The Price class feature
    Benefits: You gain a +1 bonus on Umbral Strain checks.

    Umbral Light [Dark Store]
    You can illuminate the invisible with your touch.
    Prerequisites: access to a 3rd level mystery.
    Benefit: In order to gain the benefits of Umbral Light 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 make a touch attack against an invisible creature, ignoring the normal 50% miss chance for doing so. If you succeed, the invisible creature is outlined by dim light for 1 minute.

    Unending Journey [Path Mastery]
    Your ability to see the connections of darkness allows you to travel through them.
    Prerequisites: ability to cast the Immortal Shadow mystery, Path Mastery
    Benefit: as a full-round action, you can teleport anywhere within sight, so long as its distance away is within your movement rate.

    Unnatural Reflexes
    Shadows forewarn you of future dangers.
    Prerequisites: Shadowcaster or Cultist 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.

    Unravel Shadowcraft [Shadowcraft]
    You have learned how to destroy your own shadowcraft items to make room for new ones.
    Prerequisites: Shadowcrafter
    Benefits: You can now dismantle your own shadowcraft items. Doing so takes a 24 hour period during which you can engage in nothing else other than light activity.

    Visage of Shadow [Path Mastery]
    Your power over the senses allows you certain privileges.
    Prerequisites: ability to cast the Faceless Shadow mystery, Path Mastery
    Benefit: you gain a +1 bonus on charisma-based skill checks and sentient creatures 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).

    Ward of Dusk [Path Mastery]
    The power of shadows that you command repel attacks away from you.
    Prerequisites: ability to cast the Dark Aura mystery, Path Mastery
    Benefit: 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.

    Warding Shade [Shadow Essence]
    Your shadow protects you against some forms of attack
    Prerequisite: one shadow essence feat
    Benefit: When you take this feat, name one energy type (acid, cold, electricity, fire, or sonic). For every two shadow essence feats you possess, you gain energy resistance 1 against that energy type.
    Special: You may take this feat multiple times, choosing a new energy type each time.

    Warped Mystery [Metashadow]
    You can warp a spell to deal different types of damage.
    Prerequisites: Any other metamagic feat.
    Benefit: Whenever you cast a mystery that deals energy damage, you may convert all of that damage to cold damage. Whenever you cast a mystery that deals cold damage, you may replace that damage with any other energy type (fire, acid, sonic, electricity).

    Widen Mystery [Metashadow]
    Your mysteries occur over a larger area.
    Benefit: Once per day, you can apply the effect of the Widen Mystery feat to any burst, emanation, line, or spread-shaped mystery you cast. Any numeric measurements of the mystery’s area increase by 100%.
    Special: You can take this feat multiple times.

    Wisps of Shadow [Shadow Essence]
    Your shadow can extend to others, momentarily gluing them to the floor.
    Benefit: Once per day per shadow essence feat you possess, as a standard action, you may force another creature within 30 feet to make a reflex save (DC 10 + 1/2 character level + Cha modifier) or become immobilized for 1 round.

    Note to Self: Make path mastery feats for the 30 new paths.
    Last edited by Realms of Chaos; 2013-11-06 at 06:47 PM.