I wrote up this PrC for our Eberron campaign. It's exclusively geared towards the Elves with the Greater Mark of Shadow, who are (frequently) spies and assassins. The class expands on the supernatural link that these elves can have with the shadows, and represents them bending the magic to their purposes. Most of the abilities should be fairly clear, I'm wondering - what does the fabulous ENWorld community thinks of this creation?
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Requirements:
Feats: Least Mark of Shadow, Lesser Mark of Shadow, Greater Mark of Shadow
Skills: Hide 10 ranks, Sense Motive 8 ranks
Hit dice: d8 per level.
Skills: (6+int modifier) per level
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)
Weapon and Armor Proficiency: Umbral masters gain no proficiency in weapons or armor.
Deeper Darkvision (Su): Umbral masters can see perfectly darkness, to 120 feet. Even magical darkness does not interfere with an umbral master's darkvision.
Umbrasynthesis (Su): At 2nd level, an umbral master's connection with shadows grows to the point that darkness literally feeds him. An umbral master who spends at least 1 hour in total darkness needs not eat or drink that day. Outside at night is not sufficient, but indoors at night with no light sources is, even if windows allow starlight in the room. A dark room with no windows is always sufficient.
Name Power (Ex): Umbral masters have a special insight into the souls of sentient beings. An umbral master can use certain fundamental aspects of a being's identity to strike at his weakest point. In order to fully understand any aspect of a name, an umbral master must spend 10 minutes connected to the plane of shadow by meditating in utter darkness contemplating its meaning. If the umbral master uses a shadow walk effect to accomplish this meditation, he also gains a +2 bonus to the DC of any spell, spell-like ability, or supernatural ability he uses against a name power-vulnerable enemy.
At second level, an umbral master can use a being's name against him. When an umbral master knows your name, you cannot fool him. An umbral master gains a +4 bonus on his saving throw against an illusion spell cast or used by someone whose name he knows, and he may automatically roll to disbelieve without interacting with that illusion.
At fifth level, an umbral master can use a being's origin against him. When an umbral master knows your birthplace or birthdate (or time and place of creation, in the case of a nonliving creature), he can end your life. Each damage die the umbral master rolls in this case is automatically maximized, and his critical hits are automatically confirmed.
At ninth level, an umbral master can use a being's very identity against him. When an umbral master knows your alignment or your allegiance, you cannot harm him. He gains SR of 15+character level against any magic you use, DR of 10/- against any attacks you use, and a +8 insight bonus to his AC against your attacks. These resistances also apply to any subject who shares your allegiance and fights on your behalf, or subjects under your mental control, such as dominated or summoned minions or followers from the leadership feat.
Mark Upgrade: When an umbral master reaches 3rd level, his least dragonmark power improves. Minor image is upgraded to major image, disguise self is upgraded to alter self, and darkness is upgraded to deeper darkness. At 7th level another upgrade occurs, and the major image is upgraded to persistent image, alter self has its duration made continuous as a (Su) ability, and deeper darkness provides complete darkness, not just shadowy illumination.
Hide in Plain Sight (Su): An umbral master of fourth level can use the hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an umbral master can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.
Nondetection (Su): Umbral masters are difficult to detect with divination magic. They are warded by a continuous nondetection effect, and the DC to penetrate it is 20+class level. The ability can be suppressed or resumed as a free action.
Detect Thoughts (Su): Umbral masters learn to read minds as well as souls. At 6th level, an umbral master can continuously use detect thoughts as the spell, with a caster level equal to his umbral master level and a save DC of 15+int modifier. This ability takes no concentration and can be suppressed or resumed as a free action.
Shadow Body (Su): By 8th level, an umbral master is so much a part of the shadows that he can merge with them and subsume his physical body. He may assume shadow form for up to 10 minutes once per day. This ability works exactly as the Shadow Body power on page 132 of the Expanded Psionics Handbook.
[NOTE: this is not a psionic power, it's a magical effect. It just happens that the effect is best represented by the psionic power.]
Shadowy Discorporation (Su): At 9th level, the shadows themselves protect an umbral master. If the umbral master is in shadow or darkness (anything but direct daylight or the illuminated radius of a light source), any damage that would reduce him to 0 hit points or below has a chance to discorporate him instead. The umbral master attempts a reflex save (DC 5+damage dealt); if successful, he simply breaks apart into dozens of flitting shadows and vanishes (negating the damage from the attack that would have killed him), along with anything he is holding or carrying. At the next midnight, the umbral master appears at a place of his choosing within one mile of the place he was forced to discorporate. While discorporated, a umbral lord simply does not exist - he can do nothing, nor can his enemies do anything to him.
Animate Shadows (Su): At 10th level, the shadows not only protect an umbral master, but they will serve him, though they are not the undead creatures that cruelly resemble shadows. Once per day, an umbral master can animate the shadows near him to fight his enemies. They fight fearlessly, obeying the umbral masters mental commands, for 1 minute before returning to their inanimate states. Animated shadows count as animated objects, but they are incorporeal and have dexterity scores equal to the strength of an equivalent corporeal animated object. Also, these shadows do strength damage instead of their normal type. Regardless of size, they have a fly speed of 60' (perfect). A total of 16 hit dice of shadows may be animated, distributed however the umbral master chooses. For example, he may choose to animate one gargantuan shadow (16 hit dice), 4 large shadows (4 hit dice each), or 16 tiny shadows and 1 huge shadow (16 total hit dice). Any bonuses the umbral lord recieves due to his name power also apply to the shadows, as well.
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Requirements:
Feats: Least Mark of Shadow, Lesser Mark of Shadow, Greater Mark of Shadow
Skills: Hide 10 ranks, Sense Motive 8 ranks
Hit dice: d8 per level.
Code:
Lvl BAB Fort Ref Will Benefits
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1 +0 +0 +2 +2 Deeper Darkvision
2 +1 +0 +3 +3 Umbrasynthesis, Name Power (Name)
3 +2 +1 +3 +3 Mark Upgrade I
4 +3 +1 +4 +4 Hide in Plain Sight
5 +3 +1 +4 +4 Nondetection, Name Power (Origin)
6 +4 +2 +5 +5 Detect Thoughts
7 +5 +2 +5 +5 Mark Upgrade II
8 +6 +3 +6 +6 Shadow Body
9 +6 +3 +6 +6 Shadowy Discorporation, Name Power (Allegiance)
10 +7 +3 +7 +7 Animate Shadows
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)
Weapon and Armor Proficiency: Umbral masters gain no proficiency in weapons or armor.
Deeper Darkvision (Su): Umbral masters can see perfectly darkness, to 120 feet. Even magical darkness does not interfere with an umbral master's darkvision.
Umbrasynthesis (Su): At 2nd level, an umbral master's connection with shadows grows to the point that darkness literally feeds him. An umbral master who spends at least 1 hour in total darkness needs not eat or drink that day. Outside at night is not sufficient, but indoors at night with no light sources is, even if windows allow starlight in the room. A dark room with no windows is always sufficient.
Name Power (Ex): Umbral masters have a special insight into the souls of sentient beings. An umbral master can use certain fundamental aspects of a being's identity to strike at his weakest point. In order to fully understand any aspect of a name, an umbral master must spend 10 minutes connected to the plane of shadow by meditating in utter darkness contemplating its meaning. If the umbral master uses a shadow walk effect to accomplish this meditation, he also gains a +2 bonus to the DC of any spell, spell-like ability, or supernatural ability he uses against a name power-vulnerable enemy.
At second level, an umbral master can use a being's name against him. When an umbral master knows your name, you cannot fool him. An umbral master gains a +4 bonus on his saving throw against an illusion spell cast or used by someone whose name he knows, and he may automatically roll to disbelieve without interacting with that illusion.
At fifth level, an umbral master can use a being's origin against him. When an umbral master knows your birthplace or birthdate (or time and place of creation, in the case of a nonliving creature), he can end your life. Each damage die the umbral master rolls in this case is automatically maximized, and his critical hits are automatically confirmed.
At ninth level, an umbral master can use a being's very identity against him. When an umbral master knows your alignment or your allegiance, you cannot harm him. He gains SR of 15+character level against any magic you use, DR of 10/- against any attacks you use, and a +8 insight bonus to his AC against your attacks. These resistances also apply to any subject who shares your allegiance and fights on your behalf, or subjects under your mental control, such as dominated or summoned minions or followers from the leadership feat.
Mark Upgrade: When an umbral master reaches 3rd level, his least dragonmark power improves. Minor image is upgraded to major image, disguise self is upgraded to alter self, and darkness is upgraded to deeper darkness. At 7th level another upgrade occurs, and the major image is upgraded to persistent image, alter self has its duration made continuous as a (Su) ability, and deeper darkness provides complete darkness, not just shadowy illumination.
Hide in Plain Sight (Su): An umbral master of fourth level can use the hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an umbral master can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.
Nondetection (Su): Umbral masters are difficult to detect with divination magic. They are warded by a continuous nondetection effect, and the DC to penetrate it is 20+class level. The ability can be suppressed or resumed as a free action.
Detect Thoughts (Su): Umbral masters learn to read minds as well as souls. At 6th level, an umbral master can continuously use detect thoughts as the spell, with a caster level equal to his umbral master level and a save DC of 15+int modifier. This ability takes no concentration and can be suppressed or resumed as a free action.
Shadow Body (Su): By 8th level, an umbral master is so much a part of the shadows that he can merge with them and subsume his physical body. He may assume shadow form for up to 10 minutes once per day. This ability works exactly as the Shadow Body power on page 132 of the Expanded Psionics Handbook.
[NOTE: this is not a psionic power, it's a magical effect. It just happens that the effect is best represented by the psionic power.]
Shadowy Discorporation (Su): At 9th level, the shadows themselves protect an umbral master. If the umbral master is in shadow or darkness (anything but direct daylight or the illuminated radius of a light source), any damage that would reduce him to 0 hit points or below has a chance to discorporate him instead. The umbral master attempts a reflex save (DC 5+damage dealt); if successful, he simply breaks apart into dozens of flitting shadows and vanishes (negating the damage from the attack that would have killed him), along with anything he is holding or carrying. At the next midnight, the umbral master appears at a place of his choosing within one mile of the place he was forced to discorporate. While discorporated, a umbral lord simply does not exist - he can do nothing, nor can his enemies do anything to him.
Animate Shadows (Su): At 10th level, the shadows not only protect an umbral master, but they will serve him, though they are not the undead creatures that cruelly resemble shadows. Once per day, an umbral master can animate the shadows near him to fight his enemies. They fight fearlessly, obeying the umbral masters mental commands, for 1 minute before returning to their inanimate states. Animated shadows count as animated objects, but they are incorporeal and have dexterity scores equal to the strength of an equivalent corporeal animated object. Also, these shadows do strength damage instead of their normal type. Regardless of size, they have a fly speed of 60' (perfect). A total of 16 hit dice of shadows may be animated, distributed however the umbral master chooses. For example, he may choose to animate one gargantuan shadow (16 hit dice), 4 large shadows (4 hit dice each), or 16 tiny shadows and 1 huge shadow (16 total hit dice). Any bonuses the umbral lord recieves due to his name power also apply to the shadows, as well.