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Shadowcaster fixes: ( mostly per original creator) 1. Grant bonus mysteries per day based on Int.

These would work just like bonus spells. 2. Draw from shadows allows regaining mystery levels = effective Shadowcaster level per round while standing in area of shadow/darkness. Useable at will, provided conditions are met. Cannot cast and draw at same time. 3. Eliminate the rule that says you get a bonus feat equal to half the number of paths you have access to. Instead, you get a bonus feat equal to the total number of Paths you complete. Thus, while you are no longer required to take the entirety of a given Path, there's still encouragement to do so. 4. Allow the shadowcaster to swap out mysteries, like a sorcerer does spells, with the caveat that if you suddenly "un-complete" a Path, you lose a feat as well. 5. Once your Apprentice Mysteries become supernatural abilities, change the save DC from 10 + equivalent spell level + Cha to 10 + 1/2 caster level + Cha. This makes them useful even against high-HD opponents, and follows the pattern for other supernatural abilities. 6. the warp spell mystery shouldn't say that it allows a Will save. The caster level check determines success or failure.

New Mysteries/Paths

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

Apprentice Path Mysteries:


False Faces:
1 False Form: disguise your form with deceptive shadows.

2 Cursed Visage: curse a target through their face. 3 Faceless Shadow: destroy one target's face altogether.

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

Voice from Beyond


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

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

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

Initiate Path Mysteries


Darkened Wards
4 Shadow Fortification: create a magical fortification in your surroundings. 5 Wall of Darkness: create an unbreakable barrier.

6 Dark aura: create an aura of fear to repel your enemies.

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

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

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

One with Naught


7 Thought of Oblivion: destroy one item. 8 Shadow Sequestration: temporarily banish one creature from reality. 9 Shadow Immersion: briefly become one shadow before dispersing into nothingness. Beguiling Voice Apprentice, Voice from Beyond Level/School: 2nd/enchantment Range: Touch Duration: 1 hour/level Saving Throw: Will negates

Spell Resistance: Yes With a few words, bars, or grunts, you attract someones attention while capturing their loyalty. For the duration of this mystery, the target of this spell acts helpful towards the Shadowcaster, but only in regards to what is asked of the target by the Shadowcaster. For example, a target that loathes the Shadowcaster may help them fight a dragon if asked but might jump at the chance to turn him in later, if not asked or ordered not too. Blackened Eyes Fundamental Level/School: 1st/divination Range: personal Duration: 1 hour Saving Throw: none Spell Resistance: No As your eyes are concealed in shadow, you see what others did not mean for you to find. For the duration of this mystery, you gain the Trapfinding ability and may use your ranks in spot in place of your ranks in search, even if it is a cross-class skill. Contingent Shadow Initiate, Infinite Eyes Level/School: 6th/Evocation Range: Personal Target: 1 mystery Duration: 4 hours or until expended. You invest a little energy into your shadow, just in case. Once within the duration of this mystery, the shadowcaster can cast any given mystery as an immediate action.

Curse of Silence Apprentice, Voice from Beyond Level/School: 3rd/enchantment Range: Close (25 ft. + 5 ft./2 levels) Duration: Permanent or 1 round; see text Saving Throw: Fortitude negates Spell Resistance: no You surround your foe with a layer of shadow to absorb all noise. Your opponent appears confused as they plunge into silence. If the target succeeds on their saving throw, they are silenced and deafened for 1 round. If they fail, the effects of the Curse of Silence are permanent. At any time, as a standard action, the target may speak a special command word, causing the curse to end. The process of noise reentering their ears is not a pleasant one, however, dealing 1d6 sonic damage/level (maximum 10d6). Cursed Flame Apprentice, Shaded Flame Level/School: 1st/ Evocation [flame] Range: Close (25ft.+5ft./2 levels) Duration: Instantaneous; see text Saving Throw: Reflex Half Spell Resistance: Yes As you stretch out your hand, a gout of dim flame launches out from it towards your foe. Your target takes 1d4 fire damage/2 class levels, or half of that with a successful reflex save. Any creature that fails their save takes a 2 circumstance penalty to all reflex saves for 1 hour. Cursed Visage Apprentice, False Faces Level/School: 2nd/Necromancy Range: Touch

Duration: Permanent (D) Saving Throw: Fortitude Negates Spell Resistance: Yes Shadows rush towards your opponents face, cursing them with misfortune. The target of this mystery takes a -1/lcaster level penalty on all charisma-based skill-checks. In addition, the target's words do not carry the power to speak command words or verbal components of spells. Lastly, the target loses all extraordinary or supernatural enhancements to their sight or hearing (such as low-light vision, darkvision, and blindsight). Dark Aura Initiate, Darkened Wards Level/School: 6th/Abjuration [Fear] Range: Personal Area: 5-foot emanation, centered on you Duration: 1 round/level Saving Throw: None or Will negates Spell Resistance: Yes Using fear as your shield, you construct an aura of shadows around you. You are surrounded by an aura of palpable fear. No sentient creature can willingly walk within 5 feet of you. Creatures with an animal intelligence can if they make a will save and unintelligent foes are automatically unaffected. If you force the aura onto a foe, they must make a will save to avoid becoming panicked for 1 round. Either way, they are no longer affected by that aura for 24 hours (although a recasting would make them vulnerable once more). Dark Paranoia Initiate, Infinite Eyes Level/School: 5th/Divination Area: 5 ft/level radius, centered on the Shadowcaster. Duration: 1 hour/level

Saving Throw: Will Negates Spell Resistance: Partial; see text From the shadows of those around you, you can hear their thoughts. Whenever anyone walks into the area of this mystery, they must make a will save or have their surface thoughts read for 1 round/level as if through a detect thoughts spell. Any creature that makes their saving throw is immune to all further usages of Dark Paranoia made by the same shadowcaster for 24 hours. Dark Will Apprentice, Waking Nightmares Level/School: 3rd/Enchantment (Compulsion) [Mind-Affecting] Range: Medium (100 ft.+10 ft./level) Duration: 1 hour/level (D) Saving Throw: Will Negates Spell Resistance: Yes You relax your opponents mind and wear down their body. In this moment of weakness, you give them an order. The target of this ability becomes Exhausted and is influenced to complete a course of activity (limited to a sentence or two). The order need not sound reasonable as long as it does not seem self-destructive. The forced activity can continue for the entire duration but if it can be completed in a shorter time, they immediately fall asleep upon completion. The target is aware of their weary condition (although they remain oblivious how it came about) and will therefore not complete a mission that would obviously make sleeping dangerous (such as climbing, flying, or swimming). Furthermore, the targets shadow seems to lag behind them, as if lethargic, noticeable with a dc20 spot check. Desires Manifest Master, Dark Dreams Level/School: 9th/Universal Range: See Text

Target, Effect, or Area: See text Duration: See text Saving Throw: See text Spell Resistance: Yes Reaching into the darkest depths of shadow, you have found just what you needed. Desires Manifest is the Shadowcasters answer to a Wizards Wish and a Clerics Miracle. Reaching deep into the plane of shadows and the other material planes that it shadows, you find your greatest desires. Desires Manifest can imitate the below effects: Create nonmagical items costing no more than 500 gp/level and weighing no more than 10 lbs./level. These items last for 1 week after leaving the Shadowcasters possession. Imitate Any Apprentice or Initiate Mystery. Gain an extra daily use of all other mysteries for 24 hours. Imitate Any 3rd level or lower spell. Revive 1 target from the dead, as the raise dead spell except that they come back at 8 hit points. When This Mystery is used, the Shadowcasters Constitution score (or dexterity score, should they lack a Constitution score) is permanently lowered by 2. Drain Awareness Apprentice, Out of Mind Level/School: 1st/Enchantment [Mind-Affecting] Range: Medium (100ft.+10ft. /level) Duration: 1 round/level (D) Saving Throw: Will Negates; see text Spell Resistance: Yes With a few small gestures, your opponents lose awareness of their surroundings. With this mystery, the Shadowcaster tries to drain the awareness of a creature within range. If that creature fails their will save, they take a 2 penalty on all wisdom-based skill checks, their AC, and their Attack Rolls. If they succeed, they make another will save. If they fail, they are completely unaware of this attempt at their awareness. If they succeed, they are aware of the attack and learn the general direction it came from. Any creature successfully affected by this mystery has their shadow shortened, noticeable to those who succeed on a dc 20 spot check. Eternal Shade Master, Dark Dreams Level/School: 8th/Necromancy Range: Touch

Target: Creature Touched Duration: Instantaneous and 1 month Saving Throw: None Spell Resistance: Yes Reaching out at your opponent with one hand, all that you touch is times shadow. The touched creature takes 2d8 damage/level (maximum 40d8) as long as it is denied its dexterity modifier to its AC. If the target is killed by this mystery, you cease aging for 1 month. The duration of this secondary ability overlaps with itself. Only creatures with a metabolism can be affected by this mystery. Faceless Shadow Apprentice, False Faces Level/School: 3rd/Transmutation Range: Touch Duration: Permanent; see text Saving Throw: Fortitude Negates Spell Resistance: Yes The power of shadows flows over your opponent, eroding their features to leave but a blank slab. This mystery destroys the target's face, which renders them unable to speak, eat, drink, breathe, listen, see, or smell. The interior of the head is similarly filled, meaning that cutting away some flesh does allow eating, for example. If the target previously had levels of a spellcasting class, they gain silent spell as a bonus feat (if they did not already possess it) for the duration of this mystery. In addition, the target gains blindsight out to up to 10 ft./level (minimum 10 feet, chosen by the mystery-user at the time of casting). If the target is knocked unconscious due to starvation, thirst, or suffocation, the mystery ends immediately (although they may still die if not properly nourished). False Form Apprentice, False Faces Level/School: 1st/Illusion Range: Personal Duration: 1 minute/level (D) Shadows hide, eccentuate, and shift your features to change your appearance completely. This mystery functions as the disguise self spell with two exceptions. First of all, the bonus to disguise checks is equal to 5+caster level. Secondly, the disguises made by this mystery cannot be used to imitate an individual. Frigid Smoke Apprentice, Shaded Flame Level/School: 2nd/Evocation [cold] Range: Close (25ft.+5t. /2levels) Area: 10-foot radius Duration: 1 round/level (D)

Saving Throw: None Spell Resistance: Yes You will a gout of frozen smoke to emerge from the earth. You create an area that distorts sight and makes breathing difficult like a regular cloud of smoke. In addition, any creature that starts their turn within 10 feet of the cloud take 1d6+1/level cold damage. The Shadowcaster is immune to all of this mysterys effects. Invisible Pyre Apprentice, Shaded Flame Level/School: 3rd/Evocation [flame] Range: Close (25ft.+5ft. 2/levels) Area: 1 five-foot square Duration: 2 hour/level or until expended (D) Saving Throw: Reflex half Spell Resistance: Yes With a few gestures, a small pyre sets itself up on the floor. With this mystery, the Shadowcaster creates an invisible and silent pyre. The first time that a creature steps into this pyre, it erupts into flames, dealing 1d6/level damage to that creature and all creatures within a 20-ft. radius. Half of this damage is fire and half comes from pure shadowstuff and is therefore not subject to being reduced by resistance to fire-based attacks. Anyone within 10 feet of the flame can make a dc20 spot check to notice their shadows seem to act on another source of light. Likewise, anyone gazing on the flame with a see invisibility spell or similar effect sees a small, black ember burning in that square (although there is no other indication as to the mysterys full effect). Living Ghost Apprentice, Out of Mind Level/School: 2nd/Enchantment [Mind-Affecting] Range: Touch Duration: Permanent Saving Throw: Will Negates Spell Resistance: Yes With a simple whim, all memories of you slowly snake out of the targets psyche. One minute after this ability is used, the target makes a will save. If they fail, all memories of you going back 1 minute/level are erased. The memories are changed to make the most sense out of the past events as possible (although the target may still think it unlikely). This effect can be removed via the Unveil mystery, the break enchantment spell (although doing so requires a caster level check with a 4 penalty), or with the limited wish, wish, or miracle spells. Shadow Awareness Initiate, Infinite Eyes Level/School: 4th/Transmutation Range: Touch Duration: 1 round/level

Saving Throw: Fortitude Negates Spell Resistance: Yes As you instill the power of shadow into your target, lights and sounds seem more vivid to them and their awareness increases. While this Mystery in effect, the target gains the uncanny dodge ability and automatically pinpoints the location of any living creature within 10 feet of them. Shadow Fortification Initiate, Darkened Wards Level/School: 4th/Abjuration Range: Touch Duration: 1 hour/level Saving Throw: See text Spell Resistance: See text Reaching to shadow, you fortify the area around you. This powerful mystery allows a single small-scale defense, depending on the touched item. It can affect the area in up to a 20-foot radius of you and you are immune to all effects created. Portal: If a portal is touched, it instantly tries to close itself if it is not already closed (using an effective strength score of 20 to do so. When closed, it places an arcane lock on itself. Saving Throw: None. Spell Resistance: None. Floor: The floor is covered with an invisible grease-like liquid. Anyone running or charging across it does not get a reflex save to avoid its effects. Saving Throw: Reflex Negates; see text. Spell Resistance: None. Ceiling: The Ceiling continually drips acid, dealing 2d4 acid damage to all who are below it each round, although this acid does not damage the structure or pool on the bottom. Saving Throw: Reflex Half. Spell Resistance: None Wall: The walls hardness increases by 2, climb checks made to climb it have their dcs increased by 4, and the wall heals 5 hit points/level. Saving Throw: None. Spell Resistance: None. Air: The Air is filled with dark mist that impedes sight and movement as a solid fog spell. Saving Throw: None. Spell Resistance: None Shadow Immersion Master, One with Naught Level/School: 9th/Abjuration Range: Personal Target: You Duration: 1d6+4 rounds You allow shadow to flood into yourself, allowing you to achieve your full potential for a few moments of time. While under this mystery, you back up your form with uncountable numbers of shadow forms ready to heal your wounds or take your place while empowering your shadows. In effect, you gain the following benefits.

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

When the Shadowcaster is slain or the duration of the mystery ends, the Shadowcaster is absorbed into the shadows. As they aren't truly dying, no form of revival short of a wish or miracle will function on them. Shadow Sequestration Master, One with Naught Level/School: 8th/Abjuration Range: Touch Target: Creature Touched Duration: 1d4+1 rounds Saving Throw: None Spell Resistance: Yes Touching your target, you feel their pulse, hear their gasp, and then see nothing at all. This mystery allows you to temporarily banish 1 creature into a small pocket of shadow at the edge of existence. When they reappear, they return to the same square (or are harmlessly moved to the nearest open square). While banished, all spell effects on the targets person are suspended until they return. Shadowstep Fundamental Level/School: 1st/Conjuration (Teleportation) Range: Personal Duration: 1 round Saving Throw: None Spell Resistance: No You conjure a small patch of shadowstuff, helping you move through the battlefield unhindered. During the round that this mystery is cast, you may move over difficult terrain with no penalty. Shadowy Touch Fundamental Level/School: 1st/necromancy Range: touch Duration: Instantaneous Saving Throw: None Spell Resistance: Yes As a soft black aura conceals your hand, you feel the power of the void run through it.

You must succeed on a melee touch attack to deal 1d3 negative energy damage. Undead are healed by this ability instead of damaged by it. Stuff of Nightmares Apprentice, Waking Nightmares Level/School: 2nd/conjuration (summoning) Range: Close (25 ft.+5 ft./2 levels) Duration: 1d4+1 rounds Saving Throw: None Spell Resistance: No You open a rift to a very dark place as you brace your mind for the aide you call upon. Anywhere within range, you summon a creature of great destruction and fear. The exact creature you can summon depends on your caster level. Caster level Creature Summoned 1st-5th Small Pseudonatural Shadow Elemental 6th-10th Medium Pseudonatural Shadow Elemental 11th-15th Large Pseudonatural Shadow Elemental 16th-20th Huge Pseudonatural Shadow Elemental Ignore the normal prerequisites for the Pseudonatural template. As long as the being remains, it remains under the control of the shadowcaster that summoned it. Thought of Oblivion Master, One with Naught Level/School: 7th/Transmutation Range: Close (25ft+5ft./2levels) Target: 1 object Duration: Instantaneous Saving Throw: None or Fortitude Partial Spell Resistance: No With a quick thought and momentary expenditure of energy, you force something into nothing. This mystery allows you to completely destroy 1 object or construct that weighs up to 50lbs./level. Nonmagical items are granted no saving throws. Magical items and constructs are granted a saving throw with a 4 penalty. If a Magic Item succeeds, its hit points and hardness are each halved. If a Construct succeeds, they take only 1d6/level damage (maximum 20d6). An Item destroyed with this mystery leaves no trace behind save for their shadow, which remains for 24 hours and is noticeable with a dc15 spot check. Objects heavier than what this mystery can affect cannot be targeted by this mystery. Note: Artifacts are immune to this mystery. Treacherous Hoard Master, Dark Dreams Level/School: 7th/Transmutation Range: Medium (100ft.+10ft./level) Target: Up to 1 creature/2 levels Duration: 1 round/level+ 1d4 rounds or Permanent (D); see text

Saving Throw: Fortitude or Will partial; see text Spell Resistance: Partial; see text Weaving shadow magic through coin after coin, you greatly increase your enemies burden. Upon casting this mystery, all coins, gems, and art items on the targets have their weight multiplied by 10 (to a minimum of 1 pound apiece) for 1 round/level. If any creature is rendered immobile by this new weight, they must make a Fortitude save or become petrified, transformed into a statue of semiprecious stones (worth 10 gp/5 pounds.) Any creature not rendered immobile must make a will save or become dazed for 1d4 rounds. Spell resistance protects against the petrification and daze but not against the multiplied weight of the valuables. Turbulent Dreams Apprentice, Waking Nightmares Level/School: 1st/enchantment Range: Close (25 ft.+5 ft./2 levels) Duration: 1 hour (see text) Saving Throw: will negates (see text) Spell Resistance: Yes You fill the mind of your foe with indescribable nightmares, forcing them into an involuntary sleep. If the foe fails on their will save, they fall asleep. If they are waken up before the end of this mysterys duration, they must make a second will save or take 1d4 wisdom damage. Twisted Summons Initiate, Twisted Mockery Level/School: 6th/Conjuration (Creation) Range: Close (25ft.+5ft./2 levels) Duration: 1 round/level Reaching into the inky darkness of shadows, you conjure forth a near duplicate to another creature. This Mystery summons any living, corporeal creature with no more than 1 HD/level. That creature gains the dark template and all attacks made against it have a 20% miss chance but that creature gains no spell-like or supernatural abilities normal for that creature. As a Full-Round action, The Shadowcaster can change the form of the summoned creature into another with no more than half the HD of the previous form. Voices From Nowhere Apprentice, Voice from Beyond Level/School: 1st/Illusion Range: Medium (100 ft.+10 ft./level) Duration: 1 round/level Saving Throw: None Spell Resistance: No You reach out around you, forcing sound from shadow. Focusing harder, you force the sound into your

own voice. This mystery functions as the Ventriloquism spell, except that your voice seems to come from up to 1 place/level. Note: Despite the name of the mystery, no actual words are required. Walking Dead Initiate, Twisted Mockery Level/School: 5th/Necromancy Range: Close (25ft.+5ft./2 levels) Target: 1 corpse Duration: 1 day/level Wrapping tendrils of darkness around a corpse, it gets raised in the air like a marionette. This mystery animates the dead, as animate dead, with a couple of exceptions. First of all, only one corpse can be raised with each casting and there is no maximum number of HD that can be controlled in this way. In addition, skeletons created with this mystery are limited to 1 standard or move action each round while zombies take a 2 penalty on attack and damage rolls. Furthermore, as they are directly controlled rather than flushed with negative energy, undead created in this way are immune to both positive energy and negative energy effects (such as turning or rebuking). Lastly, at the end of this Mysterys duration, the skeleton or corpse collapses into a pile of dust. Wall of Darkness Initiate, Darkened Wards Level/School: 5th/Evocation [Force] Range: Close (25 ft.+5 ft./2 levels) Effect: a 10-ft. square wall. Duration: 1 round/level Saving Throw: None Spell Resistance: No A wall of condensed shadow springs up where you desire, protecting you from the most dire of fates. Wall of Darkness creates a completely opaque wall of force, through which only you can move. The Wall cannot move, is immune to all damage, and cannot be destroyed by most spells, such as dispel magic, disintegrate, or Mordenkainens disjunction. Rods of Cancelation similarly fail to destroy it. A Sphere of Anhilation, rather than destroying it, can pass through it as if it were not there. Warp Body Initiate, Twisted Mockery Level/School: 4th/Transmutation Range: Touch Duration: 10 minutes/level Saving Throw: None Spell Resistance: Yes Sending the unstable energies of the Plane of Shadow down your arms, you warp the flesh of your target.

The touched target has their speed halved but gains a 50% chance of resisting any extra damage dealt by a critical hit or sneak attack. In addition, the touched target takes 1d6 charisma damage +1/5 levels. They gain a +10 bonus on intimidate checks or Disguise Checks (chosen by the Shadowcaster at the time of casting). These bonuses do not apply when the skill is used against the Shadowcaster. Without a Trace Apprentice, Out of Mind Level/School: 3rd/ Illusion [Glamer] Range: Personal Target: You Duration: Concentration (up to 1 round/level)+1d4 rounds (D). As you invoke this mystery, your physical appearance fades from existence for a short amount of time. While this mystery is in effect, the Shadowcaster is completely invisible. See invisibility fails to reveal this ruse and True Seeing only succeeds with a dc 20 spot check. The Shadowcasters shadow remains, although far diminished, and can be located with a dc 30 spot check.

New Feats:
Talented Shadowcaster: You have extended your talents further than most others. Prerequisites: Shadowcaster level 1 Benefit: you gain 1 skill point. Whenever you gain another level of Shadowcaster, you gain an additional extra skill point. Tainted Shadowcaster Your taint aids you in the manifestation of mysteries. Prerequisites: Shadowcaster level 1, Mild Taint Benefits: you gain an extra daily use of all apprentice mysteries known. If you have moderate taint, you also gain an extra daily use of all initiate mysteries known. If you have severe taint, you also gain an extra daily use of all master mysteries known. Unnatural Reflexes: Shadows forewarn you of future dangers. Prerequisites: Shadowcaster level 2 Benefit: As an immediate action, you may sacrifice a daily use of a mystery to gain a bonus on your next reflex save equal to the spell-level of the Mystery whose daily use was sacrificed. Armored Shadow: You can wear some armor with no problems. Prerequisites: Shadowcaster level 1. Benefit: you gain proficiency with light armor. While in light armor there is no chance of spell failure with mysteries and the armor check penalty is ignored.

Path Versatility: You favor mysteries of equal power equally Prerequisite: Shadowcaster level 1 Benefit: Whenever you gain another feat that boosts one apprentice path of mysteries, all apprentice paths are affected. Special: This feat may be taken a second time once you have access to initiate mysteries and a third time once you have access to master mysteries. When you take it the second time, any feat that modified one initiate path affects all initiate path. When you take it the third time, any feat that modified one master path affects all master path. Forceful Shadowcaster You force your mysteries with sheer force of personality. Prerequisite: Shadowcaster level 1 Benefits: You add your Charisma bonus (if any) to your intelligence score for the purpose of determining the highest level mystery you can cast. Special: This feat can only be taken at 1st level. Scholarly Shadowcaster You have studied ways to increase a the virulence of a mystery Prerequisite: Shadowcaster level 1 Benefits: You add your Intelligence bonus (if any) to your charisma score for the purpose of determining the dcs of mysteries you cast. Special: This feat can only be taken at 1st level. Insightful Shadowcaster Your perception of the world has lent you the power you need to change it. Prerequisites: Shadowcaster level 1, Wis 13 Benefits: You add your Wisdom bonus (if any) to your effective caster level when casting mysteries. Special: This feat can only be taken at 1st level. Shifting Shadows: You can shift your power as you wish Prerequisites: Shadowcaster level 5 Benefits: With 1 minute of focus, you may sacrifice a daily use of a mystery to gain an extra daily use of another mystery at least 2 spell levels lower. Shadow Reserve You can procure more power from shadows Prerequisite: Shadowcaster level 1 Benefits: You gain a number of points equal to your combined intelligence and charisma modifier. By spending a number of points equal to the mysterys level, the Shadowcaster can gain an extra use of that ability. A Shadowcaster can only use this feat to gain extra uses of mysteries at least one grade (fundamental, apprentice, initiate, master) less than the maximum grade that the Shadowcaster can use. 0-level mysteries cost 1 point. Shadow Tome You have emulated the Wizards ability to record your spells. Prerequisites: Shadowcaster level 1, Liquid Night Fundamental Benefits: You gain a tome of magic, resembling a Wizards spellbook. It costs half as much to add new

pages and ink from Liquid Night is sufficient enough to negate the cost of ink. The tome itself gains a +2 bonus on all saving throws. More impressively, whenever a Shadowcaster gains a new level, they learn an extra mystery, so long as its grade (fundamental, apprentice, initiate, master) is at least one less than the maximum grade that a Shadowcaster is capable of using. New mysteries cannot be transcribed into the tome. Regaining mysteries takes 30 minutes instead of the normal 15 minutes and all mysteries within the tome are regained (as with the normal recovery of mysteries). Special: This feat can only be taken at 1st level. In all other aspects, the tome imitates the wizard (including a sudden loss of access to mysteries if the tome is destroyed). Shadow Resilience You have learned how to call upon shadows for stamina Prerequisites: Shadowcaster level 1 Benefits: 1/day, you may sacrifice a daily use of a 1st level or higher mystery as a swift action in order to heal life equal to the number of feats named Shadow Resilience that you possess. Special: A Shadowcaster may take this as a bonus feat. This feat may be taken multiple times, its effects stack. Master Dabbler You can alter your mysteries to greater effect. Prerequisites: ability to cast mysteries from at least 6 different paths, any metashadow feat Benefits: whenever a metashadow feat other than still shadow is applied to a mystery, it gains a +1 bonus to caster level for each metashadow feat applied to it. Path Mastery You have learned to stick with your mystical studies until full fruition. Prerequisites: ability to cast a 3rd, 6th, or 9th level mystery. Benefits: Whenever you complete a path, you gain an extra daily use of the first mystery in that path. This applies both to past and future completed paths. Special: This Feat may be taken as a bonus shadowcaster feat. Shadow's Insight Your spellcasting ability is enhanced within the shadows. Prerequisites: Shadowcaster level 2 Benefits: While in shadowy illumination (but not in darker or brighter environments), the caster level of all mysteries you cast are increased by 1. In addition, if both you and the target of a mystery you cast are in a single area of continuous shadowy illumination, the save dc for that mystery (if any) is increased by 1. Special: This Feat may be taken as a bonus shadowcaster feat.

Path Mastery Feats:


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

Visage of Shadow: Your power over the senses allows you certain privilages. Prerequisites: ability to cast the Faceless Shadow mystery, Path Mastery Benefits: you gain a +1 bonus on charisma-based skill checks and intelligent opponents take a -1 penalty on wisdom based checks made against you. In addition, you may imitate any mundane sound as long as it is not louder than the equivelant of what 1 human/level could make, recognizable as unreal with a successful will save (dc 10 + 1/2 class level + Charisma modifier). Nightmarish Master Your nightmares have inured you to any fear in the waking world. Prerequisites: ability to cast the Dark Will mystery, Path Mastery Benefits: you gain immunity to fear effects. Silent Speaker You can speak to others without noise. Prerequisites: ability to cast the Curse of Silence mystery, Path Mystery Benefits: Once each hour, you may deliver a message of up to 1 word/level to another individual within 100 feet, so long as both you and the receiver remain in one uninterrupted area of shadow. This ability grants the receiver of the message no ability to communicate back along the same lines. In addition, you gain bluff as a class skill (this is not a supernatural ability). Hollow Being: You have emptied much of your own essence into the shadows Prerequisites: ability to cast the Without a Trace mystery, Path Mastery Benefits: you take no penalties for hide and move silently checks made while moving, even if they are made while attempting to run or charge. All other limitations for the above skills still apply. Ephemeral Palm You have focused the more baleful of shadow energies into your hands. Prerequisites: ability to cast the Invisible Pyre mystery, Path Mastery Benefits: as a swift action, you may engulf your hands in shadowstuff for 1 round. While so engulfed, you gain a touch attack that deals 1d6 damage. Astray in the Dark You can fight from further away than other suspect. Prerequisites: ability to cast the Umbral Fist mystery, Path Mastery Benefits: on the first round of combat the range of your mysteries and your natural reach are both doubled. This only functions in areas no brighter than shadowy illumination. Cloak and Dagger Your mastery of defense and retaliation has been honed. Prerequisites: ability to cast the Sharp Shadows mystery, Path Mastery Benefits: While wearing no armor, you gain a +2 dodge bonus to AC. While unarmed, any foe striking you with a non-reach melee weapon takes 1 point of piercing damage. Blur of Shadows You cause the very ground to buckle and ripple. Prerequisites: ability to cast the Clinging Darkness mystery, Path Mastery

Benefits: As a move action, you may cause the world around you to distort, turning all adjacent squares into difficult terrain (this does not stack with preexisting difficult terrain) for 1 round. Subtle Voice You can communicate at a completely subconscious level. Prerequisites: ability to cast the Flicker mystery, Path Mastery Benefits: You can communicate telepathically at a range of 5 feet and gain a +2 bonus on intimidate checks. Piercing Gaze You can see what others cant. Prerequisites: ability to cast the Killing Shadows mystery, Path Mastery Benefits: You gain darkvision out to 30 feet and can see through magical darkness out to that range. In addition, you may make a spot check as a swift action (this is not a supernatural ability). Nights Guard Within the Darkness, none can harm you. Prerequisites: ability to cast the Dancing Shadows mystery, Path Mastery Benefits: While in shadowy illumination, you gain a +2 bonus on initiative checks and a +4 dodge bonus to AC. Ephemeral Hand You have learned how to channel shadow through your hands. Prerequisites: ability to cast the Umbral Touch mystery, Path Mastery Benefits: When making touch attacks, your reach increases by 5 feet. In addition, each successful touch attack you make deals 1 nonlethal damage to its target, in addition to any other effects delivered by touch. Esoteric Knowledge Your have learned much from your time in the shadows. Prerequisites: ability to cast the Afraid of the Dark mystery, Path Mastery Benefits: You gain all knowledge skills as class skills (this is not a supernatural ability). In addition, a number of times per day equal to your Intelligence bonus (if any), you may reroll a knowledge check. You must stay with the result of the reroll, even if it is worse than the original. Ward of Dusk The power of shadows that you command repel attacks away from you. Prerequisites: ability to cast the Dark Aura mystery, Path Mastery Benefits: as an immediate action, you may surround yourself with your own shadow, adding your charisma modifier as a deflection bonus to your AC against a single attack. Shady Observer Your paranoia has kept you alive. Now, your shadow can help. Prerequisites: ability to cast the Contingent Shadow mystery, Path Mastery Benefits: you cannot be flanked. In addition, you automatically know whenever a divination spell detects or targets you. Twilight Warper Your form has lost coherence, granting you certain benefits.

Prerequisites: ability to cast the Twisted Summons mystery, Path Mastery Benefits: you gain immunity to ingested poisons and paralysis effects. In addition, given 10 minutes of work, you can fit through opening as small as 1 inch in diameter. Dark Concealment You can hide in the shadows you create. Prerequisites: ability to cast the Deadly Shade mystery, Path Mastery Benefits: while in an area of magical darkness, you become invisible. Shady Magician You have learned to harness both mysteries and magic. Prerequisites: ability to cast the Flood of Shadows mystery, Path Mastery Benefits: You gain use magic device as a class skill (this is not a supernatural ability). In addition, you dont take a 4 penalty when your mysteries interact with spells. Shadow Renewal You have learned to sustain yourself with the power of shadow. Prerequisites: ability to cast the Shadow Investiture mystery, Path Mastery Benefits: Whenever you are knocked below 0 health, you may sacrifice a daily use of a 1st-level or higher mystery to heal twice as much health as the level of the mystery. If your health is still under 0 health, this healing stabilized you. Shadowy Imitator You have learned the art of imitation from your command of shadows. Prerequisites: ability to cast the Greater Shadow Evocation mystery, Path Mastery Benefits: You may use Prestidigitation at will as a supernatural ability. In addition, you may give up a daily use of any mystery to imitate the effect of any 0-level arcane spell. Dark Trekker You can move in shadow without leaving openings. Prerequisites: ability to cast the Voyage into Shadow mystery, Path Mastery Benefits: While in shadowy illumination or darkness, you provoke no attacks of opportunity for movement. Twilight Guard Your power of shadow serves to protect you. Prerequisites: ability to cast the Shadow Storm mystery, Path Mastery Benefits: The first 2/level points of elemental damage you suffer each day are ignored. Arcane Veil You are protected from magical energies Prerequisites: ability to caste the Greater Shadows Fade mystery, Path Mystery Benefits: you gain Spell Resistance 11+class level. Curtain of Shadow You are protected by a veil of shadows. Prerequisites: ability to cast the Unveil mystery, Path Mastery Benefits: You gain concealment in all conditions other than bright daylight.

Shaded Supremacy Your power over shadow empowers you however you do so choose. Prerequisites: ability to cast the Desires Manifest Mystery, Path Mastery Benefits: you gain a +4 enhancement bonus to one ability score of your choice. As a swift action, you can switch the affected ability score. Twilight Ascendance You have ascended to a state of almost pure shadow. Prerequisites: ability to cast the Shadow Immersion mystery, Path Mastery Benefits: 1 round/level each day, a Shadowcaster can become incorporeal. Starting or ending this ability takes a swift action and this duration need not all be used at once. In addition, once per day, as an immediate action, a Shadowcaster can merge with shadow, ignoring all damage from one source. Escaping Shade You can escape from the toughest of situations. Prerequisites: ability to cast the Black Labyrinth mystery, Path Mastery Benefits: as a swift action, a Shadowcaster can enter a state that helps them escape. First of all, their speed is doubled. In addition, animals and vermin cannot attack you. Lastly, you can move through crowds without any penalty. This ability deals you 2 nonlethal damage each round until you either fall unconscious or end the effect with another swift action. Pull of the Grave: You can pull others to their doom. Prerequisites: able to cast the Ephemeral Storm mystery, Path Mastery Benefits: Once per day, you can place a curse upon a foe within close range as a standard action. The next time within the next hour that they make a fortitude save to avoid a mystery or take ability damage/drain from a mystery, they roll two saving throws and take the lower result or take twice as much ability damage/drain. This is the equivalent of a 7th level spell. Ebon Form: Your form is heavily reinforced by shadow. Prerequisites: able to cast the Shadow Time mystery, Path Mastery Benefits: Under any condition other than direct sunlight, you gain fast healing 2. Grasp of Shadow: Shadow holds others who neglect to move around you soon find themselves trapped. Prerequisites: ability to cast the Consume Essence mystery, Path Mystery Benefits: As a swift action, you can cause shadows to entrap those within 10 feet of them. If such a foe neglects to move at least 5 feet in one or more rounds, they find it a harder task later, needing a strength check (dc10+1/round not spent moving). When the Shadowcaster uses another swift action to end the ability or moves out of range, targets are automatically freed. This is the equivalent of a 6th level spell but if it is dispelled, it can be reactivated on the next round as a swift action. Eyes of Twilight: You see everything around you. Prerequisites: ability to cast the Reflections of Things to Come mystery, Path Mastery Benefits: you gain blindsight out to 60 feet. Dark Puppeteer:

You have a knack for controlling others Prerequisites: ability to cast the Shadow Surge mystery, Path Mastery Benefits: when attacked, you may make a charisma check against the DC of their attack roll. If you succeed, you change the target of the attack to anyone else within reach or simply stop the attack. You cannot make the target attack themselves. Phantom Assault: Shadows seem to surround your foes, leaving them vulnerable. Prerequisites: ability to cast the Army of Shadow mystery, Path Mastery Benefits: all adjacent foes are considered flanked. In addition, you may use the aid another action as a swift action.

Alternate Class Abilities:


Logical Mystery: As a Shadowcaster continues along their path, their mysteries become more natural to them, allowing them more ease with their casting. At no point, however, do these mysteries become more natural to the outside world, however. Some Shadowcasters, wanting to surpass mundane magic in one more aspect, have worked to make their mysteries a part of the natural world, although doing so has slowed their progress. Levels: 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th Replaces: If you select this class feature, you do not learn a new mystery at that level as normal. You need to take this ability at all possible levels, starting at 3rd. Benefit: At each of the indicated levels, choose one mystery (including fundamentals) that you use as a Supernatural ability. You gain an extra daily use of that ability and can use it as an extraordinary ability, meaning that it can function even in antimagic zones and dead magic areas. Furthermore, the save dc (if any) of that mystery changes to 10 + 1/2 your class level + your charisma modifier. The Favored Mystery Feat still grants extra uses as if it were a supernatural ability. Shadowy Sage: A Shadowcaster is, through their methods, a counterpoint to the wizard, gaining what it has not and losing some of what it has. Some Shadowcasters choose to emulate wizards, providing a more balanced array of abilities. Levels: 1st, 3rd,4th,8th,11th,12th,14th,16th,20th Replaces: If you select this class feature, you do not gain extra fundamentals at 4th level and every 4 levels afterwards, you do not gain the umbral sight ability, you do not gain unlimited use of fundamentals at 14th level, you do not gain bonus feats, and you must spend 1 hour each day to gain back your mysteries. Benefits: at 1st level, You gain Shadow Tome (see above) as a bonus feat and add all knowledge skills to your list of class skills. At 3rd level, you gain shadow familiar as a bonus feat. At 4th and 8th levels, you learn any single 0-level arcane spell. You may use it three times each day as an arcane spell, following all normal rules (including needed components). It is regained along with the other mysteries. At 11th level, you gain any metashadow or item creation feat that you qualify for. At 12th and 16th levels, you learn any single 1st-level arcane spell. You may use it three times per day as an arcane spell. In addition, at 12th level, all previously chosen 0-level spells become spell-like

abilities. At 14th level, you gain an extra daily use of all fundamentals and arcane spells learned by virtue of the Shadowcaster class. This applies both to ones gained in the future and those already gained. At 20th level, you learn any single 2nd-level arcane spell. You may use it three times each day as an arcane spell. In addition, all previously learned 0-level spells become supernatural abilities and all 1stlevel spells become spell-like abilities. Drow Shadowcaster: Although the drow have little chance to advance in society as a Shadowcaster, some still take up this path, even managing to pass off as warlocks for short periods of time. Their increased power, it seems, is sponsored by Lolth, leading to a limited inclusion within the faith. Within the Underdark, there is much to be learned about the powers of shadow. Drow have learned much of it. Requirements: To take a Drow Shadowcaster substitution level, a character must be a Drow about to take their 1st, 3nd, or 11th level of Shadowcaster Class Skills: Drow Shadowcaster substitution levels grant the same class skills as the standard shadowcaster class. Skill points at each level: 2+Int modifier (or four times that number as a beginning character). Class Features: All of the following are the features of the Drow shadowcasters racial substitution levels. Lolths Favor: With each racial substitution level gained, the Drow Shadowcaster gains an extra use of each of their racial spell-like abilities. Unbound Sight: A Drow Shadowcaster does not possess light blindness. This replaces one of the fundamentals normally gained at 1st level. Truedark Sight: A 3rd level Drow Shadowcaster gains the ability to see through magical darkness out to 60 feet. At 11th level, this ability improves, allowing them to see through magical and mundane darkness as if it were bright light, even allowing them to see color. This ability alters, but does not replace, the umbral sight ability of the Shadowcaster. Drow Shadowcaster Substitution levels Code:
Level B.A.B. Fort Ref Will 1st +0 +2 +0 +2 shadow, apprentice mysteries 3rd +2 +3 +1 +3 darkness) 11th +7 +9 +4 +9 darkness Special Lolths favor, unbound sight, fundamentals of Lolths favor, truedark sight (magical Lolths favor, truedark sight (se through

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