Kurashu and Shadowmagic. (All base classes up)

Kurashu

First Post
Table of Contents:
  1. Base Classes
    These are new classes who utilize shadow magic. The ebon stalker is a shadow powered rogue who tracks his prey through the darkness. The shadow knight is a mystery infused warrior who bends shadows and darkness to his whim. And the Tenebrous Adept summons forth the destructive essence of shadows to decimate his opponents.
    • Ebon Stalker
    • Shadow Knight
    • Tenebrous Adept
  2. Prestige Classes
    Prestige classes add new abilities to characters. These prestige classes can be used to add a touch of shadow to characters, expand their use of it, or represent a vendetta against those who manipulate shadow magic. The adumbrate fuses psionics and shadow magic while the eidolon is an amalgamate of shadow magic and incarnum, tapping two powerful sources of magic; lastly, the tenebrous bishop combines divine casting and shadow magic into one package. The umbral templar is the shadowcaster's answer to the spellsword; while the Solborn Enforcer and Solborn Mage both represent a militant resistance to shadow magic.
    • Adumbrate
    • Eidolon
    • Solborn Enforcer
    • Solborn Mage
    • Tenebrous Bishop
    • Umbral Templar
  3. Mysteries
    • Fundamentals
    • Apprentice
    • Initate
    • Master
  4. Spells
  5. Powers
  6. Invocations
  7. Feats
    • General
    • Divine
    • Hex
    • Metabreath
    • Shadow
  8. Monsters

Inspired by the various fixes and additions to the shadowmagic area and Nifft (who, even though he never finished his take on shadowmagic, made me want to do some work of my own).
 
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Kurashu

First Post
Ebon Stalker
BAB: 3/4
HD: d6
Saves: Good Ref & Will
Skills: The ebon stalker’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Nature/the Planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points: 6+Int

Code:
Level Special                                               Shadow Jump
1     Sneak Attack +1d6, Track, Pass Without Trace 1/day     0ft
2     Evasion, Darkvision +10ft, Embrace the Shadows         0ft
3     Sneak Attack +2d6                                      0ft
4     Uncanny Dodge                                         20ft
5     Sneak Attack +3d6, Pass Without Trace 2/day           20ft
6     Darkvision +20ft, Shadow Sight                        20ft
7     Sneak Attack +4d6                                     20ft
8     Improved Uncanny Dodge                                40ft
9     Sneak Attack +5d6                                     40ft
10    Pass Without Trace 3/day, Darkvision +30ft            40ft
11    Sneak Attack +6d6                                     40ft
12    Hide In Plain Sight                                   60ft
13    Sneak Attack +7d6                                     60ft
14    Darkvision +40ft                                      60ft
15    Sneak Attack +8d6, Pass Without Trace 4/day           60ft
16                                                          80ft
17    Sneak Attack +9d6                                     80ft
18    Darkvision +60ft                                      80ft
19    Sneak Attack +10d6                                    80ft
20    Pass Without Trace 5/day                             100ft
Weapon and Armor Proficiency: Ebon stalkers are proficient with all simple weapons, kukri, sap, short sword, hand crossbow, light crossbow, shortbow, and longbow. Ebon stalkers are proficient with light armor, but not with shields.

Sneak Attack (Ex): If an ebon stalker can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The ebon stalker’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ebon stalker flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two ebon stalker levels thereafter. Should the ebon stalker score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a ebon stalker can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A ebon stalker can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The ebon stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A ebon stalker cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Track: An ebon stalker gains the track feat.

Pass Without Trace (Sp): An ebon stalker may cast Pass Without Trace as a druid of her level once per day. At fifth level and every five levels afterwards, she gains an extra use of this ability. An ebon stalker may choose to affect other creatures with this ability.

Evasion (Ex): At 2nd level and higher, an ebon stalker can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the ebon stalker is wearing light armor or no armor. A helpless ebon stalker does not gain the benefit of evasion.

Darkvision (Ex): Shadowstuff begins infusing into the ebon stalker’s body and allows her to see in darkness. At 2nd level, she gains darkvision out to 10ft or out to an additional 10ft if she already possessed it. At 6th level and every four levels afterwards, her darkvision’s range increases by 10ft.

Embrace the Shadows (Ex): Beginning at 2nd level, an ebon stalker gains a bonus equal to 1/2 her ebon stalker level (round down) on hide, move silently, listen, spot, and survival checks made to track.

Shadow Jump (Su): At 4th level, an ebon stalker gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. An ebon stalker can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every four levels higher than 4th, the distance an ebon stalker can jump each day increases by twenty feet (40 feet at 8th, 60 feet at 12th, 80 feet at 16th, and 100 feet at 20th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

In addition, an ebon stalker qualifies for Shadow feats.

Uncanny Dodge (Ex): Starting at 4th level, an ebon stalker can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If an ebon stalker already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Shadow Sight (Su): At 6th level, more shadowstuff infuses into the ebon stalker’s body and allows her to see in magical darkness as well. This ability is automatically activated in shadowy or darker illumination but can be suppressed at will.

Improved Uncanny Dodge (Ex): An ebon stalker of 8th level or higher can no longer be flanked.

This defense denies an ebon stalker the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has ebon stalker level does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Hide in Plain Sight (Su): An ebon stalker of at least 12th level can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, an ebon stalker can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

----

Shadow Knight
BAB: Full
HD: d10
Saves: Good Fort & Will
Skills: The shadow knight’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcane/the Planes) (Int), Move Silently (Dex), Profession (Wis), Spellcraft (Int).
Skill Points: 2+Int

Code:
Level Special                                          Mysteries
1     Ebon Strike 1/day                                     -
2     Darkvision 30ft                                       -
3     Bonus Feat, Aura of Shadows                           -
4     Mysteries (Apprentice), Dark Familiar                 1
5     Ebon Strike 2/day,                                    1
      Sustaining Shadows (Immune to Poison/Disease)
6     Cold Strike, Cold Resistance 10                       2
7                                                           2
8     Aura of Darkness                                      3
9     Bonus Feat                                            3
10    Ebon Strike 3/day, Apprentice Mysteries Spell-like,   4
      Sustaining Shadows (Eat 1/Week)
11                                                          4
12    Cold Resistance 20                                    5
13                                                          5
14                                                          6
15    Ebon Strike 4/day, Bonus Feat,                        6
      Sustaining Shadows (Sleep 1hr/Night)
16                                                          7
17                                                          7
18    Cold Resistance 30                                    8
19    Timeless Body                                         8
20    Ebon Strike 5/day, Cold Immunity,                     9
      Sustaining Shadows (No need to eat, breath, or sleep)
Weapon and Armor Proficiency: Shadow Knights are proficient with all simple and martial weapons as well as with light armor and shields (but not tower shields). Shadow Knights are also capable of casting mysteries as spells in light armor since their hand motions are less complex and intensive than those of other mystery casting classes. However, spell failure still applies to shields, medium, and heavy armor.

Ebon Strike (Su): Once per day, a shadow knight reaches into the Plane of Shadows and may attempt to ebon strike with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per shadow knight level. If the shadow knight accidentally strikes a creature that is associated with the plane of shadows, the strike has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the shadow knight may ebon strike one additional time per day, as indicated on Table: The Shadow Knight, to a maximum of five times per day at 20th level.

Darkvision (Ex): A shadow knight’s body has a high concentration of shadowstuff and allows him to see in the dark. He gains darkvision out to 30ft or if he already possessed darkvision it extends by 30ft.

Bonus Feat: A shadow knight gains a bonus feat at 3rd level and every sixth level after that. He may use this bonus feat for any shadow feat or fighter feat he qualifies for.

Aura of Shadows (Su): At 3rd level a shadow knight learns how to manipulate shadowstuff to create darkness around him. A number of times per day equal to 3 + his charisma modifer (minimum 1), he may generate shadowy illumination out to 5ft per two shadow knight levels (round down) as a move action. This darkness lasts for a number of rounds equal to 1 + his charisma modifier (minimum 1). He also gains immunity to fear effects as long he has at least one use of his Aura of Shadows ability left.

Mysteries: Shadow knights are shadow magic dabblers and gain the ability to cast a limited amount of mysteries per day at 4th level. He may cast one mystery as spells at 4th level and gains an additional mystery every second level afterwards. These mysteries are usable once per day. All mysteries must be drawn from Apprentice paths and follow all restrictions on normal mysteries. In order to cast a mystery, a shadow knight needs to have an charisma score equal to 10 + the mystery’s level. The difficulty class for a mystery is 10 + the mystery’s level + the shadow knight’s charisma modifier. Until 4th level, a shadow knight has no caster level. After 4th level, his caster level is 1/2 his shadow knight level (round down).

At each level a shadow knight learns a new mystery, he may change out an old mystery for a new mystery as well. However, he can exchange out any mystery that would cause him to disqualify for a feat or higher level mystery.

At 10th level he may cast his mysteries as spell-like abilities. Mysteries still follow all normal restrictions for mysteries cast as spell-like abilities. These mysteries are usable twice per day.

Dark Familiar: At 4th level, a shadow knight gains the dark familiar feat even if he doesn’t meet the requirements.

Sustaining Shadows (Ex): Shadows feed and nurture the shadow knight’s body. At 5th level he gains immunity to all non-magical poisons and diseases. At 10th he only needs to eat one meal a week. At 15th level he requires only one hour of sleep per night (but still requires 8 hours rest to ready his mysteries). At 20th level he no longer needs to eat, sleep, or breath (but still requires 8 hours rest to ready his mysteries).

Cold Strike (Su): Beginning at 6th level the shadowstuff infused to a shadow knight’s ebon strike becomes even more real. The damage dealt by an ebon strike is considered cold damage.

Cold Resistance (Ex): At 6th level a shadow knight no longer fears the cold. He gains immunity to the normal extremes of cold and gains cold resistance 10. For every six levels after 6th he gains another 10 points of cold resistance.

Aura of Darkness (Su): At 8th level, the shadow knight’s aura of shadow’s transform into aura of darkness. This follows the same rules as aura of shadows except he generates darkness out to 5ft for every fourth level he has in shadow knight (round down) and the effect lasts two rounds longer (3 + his charisma modifier instead of 1 + his charisma modifier).

Timeless Body (Ex): A shadow knight’s body becomes flooded with shadowstuff and he no longer fears time itself. The shadow knight no longer no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the shadow knight still dies of old age when his time is up.

Cold Immunity (Ex): At 20th level, a shadow knight is immune to cold damage. He does not gain the cold subtype, however.

----

Tenebrous Adept
BAB: Full
HD: d8
Saves: Good Fort
Skills: The tenebrous adept’s class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana/Architecture & Engineering/the Planes) (Int), Profession (Wis), Spellcraft (Int), Swim (Str), Use Magic Device (Cha).
Skill Points: 6+Int

Code:
Level Special
1     Shadowcraft (Full-round)
2     Darkvision
3     Skill Focus (Craft)
4     Intuitive Will, Mettle
5     Shadowcraft (Standard), Craft Magic Arms & Armor
6     Shadowcraft (Enhanced)
7     Shadowsight
8
9     Overshadow Item
10    Shadowcraft (Move, Light Armor)
11 
12    Shadowcraft (Medium Armor), Imbue Item
13
14    Shadowcraft (Heavy Armor)
15    Shadowcraft (Swift)
16    Imbue Shadowcraft
17
18
19
20    Shadowcraft (Immediate)
Weapon and Armor Proficiency: Tenebrous adepts are proficient with all simple weapons and all martial weapons. Tenebrous adepts are proficient with light armor and light shields.

Shadowcraft (Su): Tenebrous adepts are experts in manipulating shadows to their wills and the physical forms they require. However, this has some limitations: the item she crafts can not have moving or flexible parts (she can not craft a spiked chain, flail, crossbow, cabinet, lock, et cetera), the item can not be expendable (she can not craft ink, food, alchemist’s fire, et cetera), and the item is considered constructed of normal material for it’s type. Aside from these restrictions, she may craft nearly any simple tool, weapon, or item she knows of. She may also craft any light shield or buckler, as well.

At first level, she may craft one item once per day. For every tenebrous adept level she has, she may use shadowcraft one additional time per day. At 3rd level, she may craft two items, and every sixth level afterwards she gains an additional item to craft (three at 9th, four at 15th). Items crafted by a tenebrous adept last one hour per tenebrous adept level if they remain in her possession or 1d4 rounds if they do not remain in her possession. A tenebrous adept may dismiss any item she has crafted before the duration is finished as a free action.

To craft an item using shadowcraft, she reaches into any sufficient supply of shadow with the item in mind. She must succeed on a craft check of the appropriate sort against a set DC (see table: Shadowcraft DCs). At 1st level, shadowcrafting is a full-round action. At 5th level and every fifth level afterwards, it becomes more natural and faster for a shadowcrafter: at 5th it becomes a standard action, at 10th it is a move action, at 15th level it is a swift action, and at 20th level she may reactively craft items as an immediate action. Shadowcrafting provokes an attack of opportunity, and a tenebrous adept must succeed on a concentration check equal to 15 + the Craft DC. She may attempt to craft defensively, but a defensive craft is a full-round action and requires a Concentration check (DC 15 + 1/2 Craft DC)

At 6th level, a tenebrous adept gains the ability to craft magical items with enhancement bonuses. She may add her tenebrous adept level – 5 as an enhancement bonus to an item. Any item crafted in this manner cannot have an enhancement bonus exceeding +5 and only items crafted by the same shadowcraft use may be enhanced. She may spread her maximum enhancement bonus across multiple items (creating a +1 sword and a +1 buckler at 7th level, for example). Enhanced items are considered masterwork and have the requisite modified DC applied to the item (this is included in the Craft DC on the table for Enhancement Bonus). Any item that couldn’t not normally be enhanced (such as masterwork tools) cannot be enhanced by this function of shadowcraft.

A tenebrous adept masters crafting armor from the shadows around her at 10th level. She may form any light armor against a craft check (armorsmithing) DC of 20. This armor may be enhanced as a weapon is. At 12th level she may craft medium armor (DC 25) and heavy shields (DC 20) and at 14th she may craft heavy and exotic armors (DC 30) and tower and exotic shields (DC 25). The tenebrous adept must have the required feats to use these armors and shields or she suffers the standard penalties for non-proficiency. She may add spikes to these items, however they count as separate items for both her item capacity and enhancement bonuses. Armors crafted in this fashion have their armor check penalty reduced by 1 (to a minimum of 0), their maximum dexterity bonus increased by 1, and their arcane spell chance reduced by 10% (to a minimum of 0%). A tenebrous adept cannot craft armor over an existing set of armor. She may craft armor for an ally instead of herself, but it fades in 1d4 rounds.

A shadowcrafter cannot craft items out of special materials (such as adamantine, cold iron, et cetera).

Table: Shadowcraft DCs.
Code:
Item                           Craft Type                       Craft DC
Simple Tool                    Blacksmithing, woodworking, etc. 10
Masterwork Tool                Blacksmithing, woodworking, etc. 15
Simple Weapon                  Weaponsmithing                   10
Martial Weapon                 Weaponsmithing                   15
Exotic Weapon                  Weaponsmithing                   20
Light shield, buckler          Armorsmithing                    15
Heavy shield                   Armorsmithing                    20
Tower shield, exotic shield    Armorsmithing                    25
Light Armor                    Armorsmithing                    20
Medium Armor                   Armorsmithing                    25
Heavy Armor, exotic armor      Armorsmithing                    30
Armor Spikes                   Weaponsmithing                   15
Masterwork                     See above                        +10
Enhancement Bonus              See above                        +10 + 2 x bonus
Darkvision (Ex): At 2nd level, a tenebrous adept gains darkvision out to 60ft.

Skill Focus (Craft): At 3rd level, a tenebrous adept gain the Skill Focus (Craft) feat as a bonus feat. Unlike the normal Skill Focus (Craft) feat, it applies to all craft checks.

Intuitive Will (Ex): Tenebrous adepts are quick to thought and quicker to protect their thoughts. At 4th level a tenebrous adept adds her Intelligence modifier to her will saves instead of Wisdom.

Mettle (Su): At 4th level, her intense training in the forge and in molding shadows allows a tenebrous adept to shrug off attacks that would shake her physical or mental resolve. She gains the mettle special ability.

Craft Magic Arms And Armor: At 5th level, tenebrous adepts gain Craft Magic Arms And Armor as a bonus feat, even if she doesn’t met the requirements. Her caster level is equal to her tenebrous adept level plus any relevant caster levels she has. However, she still needs to meet any other prerequisites for the item’s creation. This stipulation might mean requiring the assistance of another character to complete the item.

In addition, you may craft weapons with the Shadow Striking enhancement without being on the Plane of Shadows.

Shadowsight (Su): After melding shadows to her will for so long, a tenebrous adept gains the ability to see in magical darkness out to her darkvision range. She gains this ability at 7th level.

Overshadow Item (Su): Tenebrous adepts are studious and patient, willing to wait for their for their results. At 9th level, she may Take 10 on her Use Magic Device checks.

Imbue Item (Su): Tenebrous adepts possess whispers of magic and mystery. At 12th level, she may attempt to imbue an item once per day. She calls forth the shadows she manipulates to infuse an item with their powers even if she can not cast the required mystery or spell (though, she must have the required item creation feat). She may make a Spellcraft check (DC 15 + Mystery level for a mystery, DC 20 + Spell level for an arcane spell, DC 25 + Spell level for a divine spell) in place of a spell or mystery she doesn’t know or can’t cast.

If the check succeeds, the tenebrous adept creates the item just as if she had cast the required mystery or spell. If she fails the check, the attempt is wasted for the day and her progressed is stymied. She expends no gold or XP for a wasted attempt and must wait until the next day until she can try again.

Imbue Shadowcraft (Su): At 16th level, a tenebrous adept may attempt to imbue one of her shadowcraft items. She expends her shadowcraft use as a normal, and in addition she makes a spellcraft check of the relevant DC to expend her Imbue Item. If the spellcraft check fails, the item does not gain any additional enhancement from the Imbue Item, although it may still have an enhancement bonus if the tenebrous adept succeeds on her craft check (an Imbued Item must always have at least a +1 enhancement bonus). Imbuing a shadowcraft item is always a full-round action that provokes attacks of opportunities. If a tenebrous adept takes damage while imbuing a shadowcraft item, she must succeed on a Concentration check (DC = 15 + Craft DC + Spellcraft DC) in order to properly form the item. She may only imbue one item at a time.
___
Crunch now, fluff later.
 

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Kurashu

First Post
Adumbrate
Requirements
Skills: Knowledge (arcana) 5 ranks, Knowledge (the Planes) 5 ranks, Knowledge (psionics) 5 ranks
Mysteries: Able to cast 2nd level mysteries
Psionics: Able to manifest 2nd level powers

BAB: Poor
HD: d4
Saves: Good Will
Skills: The adumbrate's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (the Planes) (Int), Knowledge (psionics) (Int), Profession (Wis), Psicraft (Int), and Spellcraft (Int).
Skill Points: 2+Int

Code:
Level Mysteries/Powers Known
1     +1 mystery using class/+1 manifesting class
2     +1 mystery using class/+1 manifesting class
3     +1 mystery using class/+1 manifesting class
4     +1 mystery using class/+1 manifesting class
5     +1 mystery using class/+1 manifesting class
6     +1 mystery using class/+1 manifesting class
7     +1 mystery using class/+1 manifesting class
8     +1 mystery using class/+1 manifesting class
9     +1 mystery using class/+1 manifesting class
10    +1 mystery using class/+1 manifesting class

Mysteries/Powers Known: When a new adumbrate level is attained, the character gains new mysteries as if he had also attained a level in any one mystery using class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus feats from completed paths, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of adumbrate to the level of whatever other mystery using class and manifesting class the character has, then determines mysteries, caster level, power points per day, powers known, and manifester level accordingly.

If a character had more than one mystery using class or more than one manifesting class before he became a adumbrate, he must decide to which class he adds each level of adumbrate for purpose of determining mysteries, caster level, power points per day, powers known, and manifester level.

----

Umbral Templar
Requirements
BAB: +5
Skills: Knowledge (Arcana) 5 ranks, Knowledge (the Planes) 5 ranks
Mysteries: Must be able to cast 3rd level mysteries.
Special: Must be proficient with all martial weapons and all armor.

BAB: Full
HD: d8
Saves: Good Fort & Will
Skills: The umbral templar’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (Arcana/the Planes) (Int), Intimidate (Cha), Jump (Str) and Spellcraft (Int)
Skill Points: 2+Int

Code:
Level Special                      Mysteries
1     Armored Casting (Light)           -
2     Umbral Blessing              +1 casting level
3     Shadow Strike 3/day               -
4     -                            +1 casting level
5     Armored Casting (Medium)          -
6     Shadow Strike 4/day          +1 casting level
7     -                                 -
8     Shadowspeed                  +1 casting level
9     Shadow Strike 5/day               -
10    Armored Casting (Heavy)      +1 casting level
Mysteries: At 2nd level and every second level afterwards, an umbral templar advances in her mystery casting abilities. She gains additional mysteries, mysteries per day, and caster levels but gains no additional benefit from a higher level (such as bonus feats from completed paths).

Armored Casting (Ex): An umbral templar’s mysteries are ingrained into her mind and soul. When she casts a mystery as a spell, she does not suffer armor spell chance in light armor. This only applies to the mystery casting class she chooses to advance with her umbral templar levels. At 5th level this benefit grants the umbral templar to use medium armor without spell failure. At 10th level, she may cast mysteries as spells in heavy armor.

Umbral Blessing (Su): At 2nd level, an umbral templar gains a bonus equal to her Charisma bonus (if any) on all saving throws. This does not stack with similar abilities such as the Hexblade’s Arcane Resistance or the blackguard’s Dark Blessing.

Shadow Strike (Su): At third level an umbral templar can channel any mystery she can cast into her melee weapon. Using this ability requires a move action, and the umbral templar uses up the mystery just as if she had cast it. The channelled mystery affects the next target the umbral templar successfully attacks with her weapon (spell resistance and saving throws still apply). Even if the mystery normally only affects an area, or is a ray, it affects only the target. An umbral templar can channel her mysteries into only one weapon at a time. Mysteries channelled into a weapon are lost if not used in eight hours.

Shadowspeed (Su): Shadows travel fast and usher those who venerate them. At 8th level an umbral templar gains a +10 enhancement bonus to her land speed as long as she remains in at least shadowy illumination. Apply this bonus to her land speed before determining penalties for armor.
 

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Kurashu

First Post
Feats

Shadow feats: Shadow feats require a connection to the Plane of Shadows. Only characters that are capable of casting mysteries, originate from the Plane of Shadows, have the Shadow’s Apprentice feat or have some other connection to the Plane of Shadows may take these feats. Simply visiting the Plane of Shadows is insufficient enough to qualify.

Hex feats: Hex feats require the ability to use Hexblade’s Curse to qualify.

Ebon Curser [Shadow, Hex]
Prereqs. Ebon Strike, Hexblade’s Curse, 1st Level Spells, Apprentice Mysteries.
Benefit:Your shadow knight and hexblade levels stack for the purpose of determining number of uses, damage, and saves for your Ebon Strike and Hexblade’s Curse. They also stack for determining caster level for your hexblade spells and shadow knight mysteries, these do not stack for purposes of determining how many spells and mysteries you get from being a higher level hexblade or shadow knight. In addition, if you Ebon Strike an opponent you cursed, you may add your charisma modifier to the damage dealt.

Shadow Bane’s Blade
Prereqs. BAB +5, Weapon Focus (Any weapon)
Benefit: You gain a +1 insight bonus on attack rolls against creatures who are connected to the Plane of Shadows with any weapon you have weapon focus with.
Special: Each time you gain weapon focus with another weapon, this feat applies to it. If you gain weapon specialization, you gain a +1 insight bonus to damage rolls as well. If you gain greater weapon focus, the bonus on attack rolls increases by 1. If you gain greater weapon specialization, the bonus on damage rolls increases by 1.

You may never gain the ability to cast mysteries, gain shadow feats, or gain any connection to the Plane. If you do, you lose all benefits of this feat and may not select another one in its place. Casting spells from the shadow sub-school does not disqualify you.

Shadow Bane’s Spell
Prereqs. Able to cast 3rd level spells, Spell Focus (Any school) or Specialization
Benefit: You gain a +1 insight bonus on your spellcaster level against creatures who are connected to the Plane of Shadows with any school you have spell focus with or are specialized in.
Special: Each time you gain spell focus in another school, this feat applies to that school as well. If you gain greater spell focus in a school or spell focus in the school you are specialized in, this bonus increases to +2. If you have greater spell focus in your specialized school, the bonus is +3 instead.

You may never gain the ability to cast mysteries, gain shadow feats, or gain any connection to the Plane. If you do, you lose all benefits of this feat and may not select another one in its place. Casting spells from the shadow sub-school does not disqualify you.

Shadow’s Apprentice
Prereqs. 5HD, Must have been exposed to shadowstuff (either through mysteries, contact with a creature from the Plane of Shadows, et cetera).
Benefit:You qualify for shadow feats even if you can not cast mysteries, are from the Plane of Shadows, or any other effect that the dungeon master deems suitable. In addition, you may cast Caul of Shadows once per day as a shadowcaster of your level. However, this effect only lasts a number of rounds equal to your level instead of minutes.

Shadow’s Eyes [Shadow]
Prereqs. Darkvision, 7HD
Benefit: You may see in any darkness (including magical darkness) out to the range of your darkvision. This is a supernatural ability.
 
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Nifft

Penguin Herder
Okay, just a few quick comments on stuff that jumped out at me:

Shadow Jump -- This was a bad mechanic when the Shadowdancer introduced it, and there are lots of new classes that show why. Take a page from the Swordsage instead. If the Swordsage can Shadow Jaunt 50 ft. 1/encounter at 3rd level, this more shadowy dude should be able to do at least the same. (I highly recommend pillaging ToB:Bo9S for shadow stuff!)

Pass Without Trace -- Probably useless for a 1st level PC, but broken for a monster or PC who wants to dip. Basically, don't give away high-level spells without significant investment.

Umbral Templar -- Half-casting sucks. Don't use the Spellsword as a model PrC; it's only used as a 1 or 3 level dip. Instead, look at the Knight Phantom (Eberron: 5 Nations). The class you've written is possibly a 2 level dip, but no more.

Ebon Knight -- Cold damage is often worse than flat bonus damage. Half-caster level sucks. Take a look at the Duskblade (PHB-II) to see a fighter/mage hybrid done right, and consider stealing the name outright, since your class fits the name better.

Cheers, -- N
 

Kurashu

First Post
Yay! Some one commented.

I'll take a look at ToB next time I'm at the bookstore. It might have even gone down since the whole 4e thing too. I never bothered picking it up since both DMs I played with said they didn't like the idea. *shrugs*

Pass Without Trace is a first level druid and ranger spell. Maybe you're confusing it with another spell? Also, I need to change that to a mystery based effect. Kind of silly for a shadowy guy to be casting druid spells. Hahaha, haha, ha. >_> <_<

I'll take a look at the Knight Phantom as well. That's up on the Wizard's site isn't it?

Ebon Knight was more paladin based than Duskblade, but I suppose doing a Duskblade based shadowy-fighter type wouldn't be a bad idea. I'll take a look into that. Might defeat the original purpose of Umbral Templar as well.

Also, did you ever do anymore work on your chadowmagic stuff, specifically the shadowcrafter class you were working on? I've been tooling around with a shadowsmith base class (which I'm assuming what your shadowcrafter was, as well) but I'm having trouble getting the features to make sense.
 

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