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New PrC: Tears of the Shadow Mistress [Zipped - PDF]

Minaret

First Post
Good evening everyone.

I'd like to thank everyone that reviewed my first drafts of the PrC a few months ago. I've updated the PrC and uploaded it in this thread as a Zipped PDF file.

I know standard text is the preferred way to post to the boards, but the file (165k) is much easier to read as a PDF file.

I'm looking for areas that I may have "overpowered" the PrC, made errors based on the game mechanics, or included some material that just doesn't fit the PrC.

Thanks for the help.

- Minaret
 

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Hello Minaret,
you posted your message several days ago, but till today nobody answered.

Pehaps one reason why nobody answered:( is that if you want to criticize your PrC you have to write down the text of your PrC. :(
Most people are too lazy to do this.:D

Perhaps if you post the PrC as text sombody would answer.

If you want critics so make it for the people easy to criticize.:)

Just my 2 cents
yennico
 

yennico said:

Perhaps if you post the PrC as text sombody would answer.

If you want critics so make it for the people easy to criticize.:)

yennico

[Fair enough. Here's the text of the PrC and a JPEG of the tables and TotSM Symbol - Minaret]

Tears of the Shadow Mistress
By: Craig A. Singsank

Sitrini kept her head down and her eyes sternly closed lest a tear escape its confines. Her smoky black locks flowed across her face like a velvet curtain as she knelt against the cold stone of the deserted building. Long ago this alabaster-skinned wisp of a thing promised she would never again cry for herself – this was an oath she meant keep to the end. Tonight’s torments would pass, they always did. The details of her encounter this evening didn’t matter, it only mattered that she survived. The frightened child that had once clung helplessly to the sundered remains of her dead mother’s body no longer existed. Years ago the waves of hardship had crashed upon the shores of her innocent world and threatened to drown her in their depths, but Sitrini had survived the onslaught and fought her way out of the darkness. Sitrini had not let herself perish in the desolation of her childhood. Sitrini had learned to wear her string of loss and misery with pride, like a necklace of the heirloom pearls – darkened, scarred, and pitted by frequent and unrelenting abuse, but radiant nonetheless.

Feeling the chill of the encroaching night, and lacking a blanket or cloak, Sitrini moved to a sheltered corner of the building, pulled her knees up to her chest, wrapped her arms around herself, and began to rock herself into a shallow sleep. Distracted by fatigue, Sitrini almost missed the movement near her. Lifting her head slowly, she glimpsed a figure slip from the shadows and glide toward her with the sultry grace of a dancer. Sitrini stopped rocking and marveled at the figure’s poise. Even in the graying light of dusk, its movements were so fluid and alluring they mesmerized. As the seductive and clearly feminine figure approached, Sitrini could not make out its facial features for they were shrouded in a veil of lace thin shadows. By the time the figure was close enough to stroke Sitrini’s pale cheek, the young woman was seduced and enthralled. While the beautiful apparition tenderly slid her hand across Sitrini’s ivory-skinned face and began to gently stroke the young-girl’s hair, a single tear began to trace a path down the stranger’s cheek.

With the gentleness of a feather drifting in the breeze, Sitrini effortlessly caught the errant tear on the tip of her index finger before it could fall to the ground. Closing her fingers around the glistening orb, Sitrini brought her hand to her heart and averted her gaze from the mysterious figure. Stepping forward, the figure stretched out her arms and engulfed Sitrini in an embrace of soothing sable shades. The familiar pain and anguish that Sitrini had worn for years receded as the visible world around her faded into a smoky haze. Sitrini found herself standing on a narrow silver path, its surface was fluid like mercury and its countless branches spread before her like the roots of some ancient tree. As the being Sitrini now somehow knew as the Shadow Mistress took her hand and bid her to follow – they began to walk the path together. As they swiftly strode the satiny surface of the silver path, Sitrini began to feel a comforting peace. She reveled in the rapturous embrace and the release from pain. She had found her purpose; Sitrini was now one of the Tears of the Shadow Mistress – and she was eager to begin its pursuit.

Tears:
Although their individual stories vary, from misbegotten orphan to misunderstood outcast, all Tears see the world as being populated by predators and prey, the users and the used. Attempting to depose of every scavenging jackal is a fool’s errand. They will just be replaced by another from the endless pack of stalking beasts. It is an equal fallacy to try and save all the ignorant masses. They are mindless pigeons upon which the jackals feed, their lot will never change. The only pragmatic course then is to save the few unique souls who tread the path outside the roles of predator and prey. To the Tears, these special souls are the beautiful swans of the world, the dreamers and novel thinkers that have found their own path to follow. The Mistress’s Tears fill the role of guide and guardian, pulling the vulnerable swans from the jaws of the scavenging jackals. The Tears refer to this role as “walking the Twilight Path.” If the jackals must feed, let them feast on the masses of hapless pigeons, their loss is of no consequence to the Mistress.

All the young ones that will someday become Tears began life with the unblemished spirits and dreams of swans. That was until tragedy shattered their lives forcing the innocent swans to reconstitute themselves as cunning ravens – shrewd beauties possessing lethal talons. Every Tear of the Shadow Mistress is a female of striking beauty and deftly honed skill. She is the instrument by which the Shadow Mistress to shows her contempt for the stifling machinations of both the dark cults and self-righteous orders of the world. Her Tears are just as likely to strike the tyrannical leader of a sinister cabal as they are to disrupt a pompous preacher’s dogmatically harsh teachings. Nevertheless, a Tear is not some glassy-eyed zealot that swoons with false piety over the dream of burning on the wasteful pyre of martyrdom. Traversing the perpetual grey twilight between darkness and light has cultivated a philosophy of pragmatic individualism within all the Tears. They possess no steadfast dogma. Their moral compass can be described as intellectually promiscuous and porous. If the beliefs and practices of her past are not relevant to the challenges of tomorrow, the Tear sweeps them from her memory, like a traveler brushing the dust from her boots at the end of a day’s journey.

A Tear’s principal goal is to assist the swans she encounters in making their way along the Twilight Path, helping to prevent them from being lost to the darkness or consumed by the light. Through the use of subtle guile and merciless assaults, Tears also cull the more vicious predators from the ever present pack of jackals. Tears have found that the removal of a single predator can result in great change, much like how dislodging a single pebble can move a mountain – as long as it’s the right pebble. Therefore, prowling jackals that gorge themselves upon prey that they poach from the Twilight Path find themselves hunted relentlessly. In the end, to attack a beautiful swan is to chance a sunset meeting with a Tear, her talons at the ready.

The vast majority of Tears are dual-classed rogues and sorceresses, although some Tears have additional training as bards, fighters, and even rangers. Paladins, clerics, and monks are completely absent from the sisterhood of Tears, as are the races of dwarves, half-orcs, and gnomes. Three-fourths of all Tears are humans or half-elves with the remaining quarter composed of tieflings, elves, drow, and a menagerie of assorted refugees and half-breeds.

Hit Die: d6.

Requirements:
To qualify to become one of the Tears of the Shadow Mistress a character must fulfill all the following criteria.
Alignment: Chaotic Good or Chaotic Neutral.
Bluff: 9 ranks.
Hide: 9 ranks.
Move Silently: 6 ranks.
Pick Pocket: 6 ranks.
Feats: Expert Tactician, Evasion, Improved Initiative, Uncanny Dodge (can’t be flanked), Weapon Finesse.
Spells: Ability to cast arcane spells.
Special: Sneak attack +3d6, female, and prior contact with the Shadow Mistress.

Class Skills:
The Tears of the Shadow Mistress prestige class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Open Locks (Dex), Perform (Cha), Pick Pocket (Dex), Search (Int), Spot (Wis), Tumble (Dex)

Skill Points at Each Level 6 + Int modifier.

Class Features:
All the following are class features of the Tears of the Shadow Mistress prestige class.

Special: The Tear must intercede on the behalf of a “swan” at least once a level. The Tear cannot advance in level until this requirement has been met. Swans are to be removed from harm's way before all else -- it is irrelevant how many of the soulless masses and jackals need to be sacrificed to meet this end. Nevertheless, Tears are unlikely to sacrifice themselves in hopeless acts – it is better to let one swan perish so a larger bevy can be saved later.

Weapon and Armor Proficiency: Tears are proficient in all simple and martial weapons. They possess no armor proficiencies.

Spells: A Tear’s bonus spells and saving throw DC’s against spells she casts are based on her Charisma (DC = 10 + spell level + Tear’s Charisma modifier). Any spells she attempts to cast with either a “Light” or “Fire” descriptor have a 10% chance of failure per prestige class level. At 10th level, the Tear is completely barred from using these spells, even if she would have access to them due to levels gained in another spell-casting class. The Tear may fill open spell slots from her other arcane spell-casting classes with spells from the Tear’s spell list – as long as she has gained enough levels in the prestige class to cast the spell as a Tear. Tear’s cast spells in the same manner as sorceresses.

Sneak Attack: This power is identical to the rogue ability of the same name and stacks accordingly.

Shadow’s Child: This power grants the Tear low-light vision to 60 feet (a bonus of +30 feet is gained by characters that already possess low-light vision). Second, the character can move through the shadows at her normal movement rate while using the Move Silently and Hide skills without penalty. While running or charging through the shadows, the Tear suffers a -10 penalty to all Move Silently and Hide checks.

Shadow Familiar: The Tear’s familiar gains the “Shadow Familiar Template”. As the Tear gains levels, her familiar slowly transforms into an ebon-hued creature of shadow-stuff (see the Shadow Familiar Template below). The shadow familiar retains all the abilities it possessed in its natural form in addition to the new ones it gains as it slowly transforms. If the Tear does not possess a familiar she may choose one: the most common being a raven. The familiar will have the base abilities granted to normal familiars of a first-level arcane spell-caster.

Shadowy Seductress: While within 10 feet of shadows large enough to hide in, the Tear gains a +2 situation bonus to all Bluff checks and a +2 bonus to all spell DC’s that are “mind-affecting.” Further, the Tear adds half her Hide ranks to any save against shadow magic from spells, magic items, or a creature’s special ability.

Seduction’s Shield: The Tear’s innate persona is enormously enthralling, making it difficult for opponents to execute effective attacks against her. Due to her commanding presence, the Tear adds a base +1 to her armor class plus an additional +1 for each Charisma modifier, as long as she is not wearing armor. The Seduction’s Shield power is potent against all living creatures regardless of the Tear’s awareness. This power can not be used on most creatures that are immune to mind-influencing effects (e.g., constructs, oozes, plants, and undead).

Seduction’s Sting: The sultry gaze of a Tear can cause even the most experienced warrior to lower his guard, if for but an instant. In that sliver of a moment, when skilled seduction overcomes the trained intellect, the Tear can thrust the tip of her blade home with such mastery that the initial sting often goes unfelt. The Seduction’s Sting ability enables the Tear to feint in combat using her Bluff skill as a move-equivalent action. As a secondary use of this ability, the Tear may willingly cause her “attack” to miss its mark, allowing her to pick-pocket her opponent (DC=25). Prior to trying to pick-pocket in combat, the Tear must make a successful Bluff check and have a hand free. If the Pick-Pocket attempt fails and is noticed (e.g., the opponent’s Spot check beats the Tear’s Pick Pocket check), the Tear’s opponent is allowed an attack of opportunity against the character. Once noticed, no further Pick Pocket attempts can be made against the opponent for the duration of the combat. This ability can not be used on opponents that are immune to critical hits or sneak attacks.

Chasing Shadows: No longer a passive ally, the shadows now actively intercede on the behalf of the Tear. Once per day, if she is within two feet per Hide rank of the shadows, and not flat-footed, the Tear can draw upon the shadows to displace her true location just enough so she can escape the damage of a lethal blow. When a Tear is struck in combat and would be reduced to 0 to -9 hit points, she can make a Hide check (DC = 10+damage dealt) in order to take only half damage. If the check is successful, the Tear will always have at least 1 hit point remaining regardless of the total damage dealt. However, if the initial damage would reduce the Tear to -10 hit points or less, this ability cannot be used. The use of this ability is not without its costs to the character. In order to evade the fatal blow, the Tear gives up a bit of her essence to the shadows. Each time this ability is successfully employed the Tear losses 100xp per prestige class level. If the cost in experience points would reduce her in level, the Tear temporarily gains a negative level in the prestige class until she earns enough experience points to return to her former level.

Shadow’s Embrace: Once per day, a Tear can step onto the plane of shadows to receive solace in its embrace. Within the shade of this haven, the character heals 1d4 hit points per Charisma modifier – this effect is instantaneous. While cocooned in the shadows, the Tear sees the physical world she left in muted silhouette. The Tear can remain in the Shadow’s Embrace up to 10 minutes plus 10 minutes per rank of Hide. When leaving the land of perpetual twilight, the Tear can emerge from any shadow within 30 feet of her original position as long as it is visible from her point of entry. If all the shadows within 30 feet of the Tear’s point of entry are dissipated, including the shadows she entered, she is instantly expelled. This expulsion will daze the Tear for 1d4 rounds. During this period the Tear can take no action other than defend herself. Now fully embraced by the shadows, the Tear is immune to all attacks and effects that employ any form of shadow magic.

Spell List:

0 Level – daze, distort shadow1, ghost sound, prestidigitation, visages of the twilight path2

1st Level – cloak of shadows2, deadly nails3, reshape shadow, shade’s sight1, tears of the mistress2

2nd Level – eye of the needle3, animate shadow, ecstasy4, minor shadow conjuration1, shadow images1

3rd Level – dar’ tan’s shadow bolt1, minor shadow evocation1, shadow form of lyrand1, suggestion

4th Level – confusion, phantasmal lover4, shadow conjuration, shadow weapon1

5th Level – greater shadow conjuration, rie’s dance of seduction1, shadow evocation

Visages of the Twilight Path
Divination
Level: Tear 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
You gain the ability to see the “Twilight Path.” When this spell is cast, the colors of the prime material fade into black charcoal-colored hues as nearby objects become blurred. In contrast, a narrow glossy-silver path of amorphous shape and texture appears in sharp focus at your feet and branches out in a multitude of directions before you. As you step forward the path disappears behind you. It is not possible to trace your steps backward. On the Twilight Path, moving forward is the only option. For the duration of the spell, you will be able to see all the “swans” that tread the Twilight Path in your field of vision – these are the only individuals besides yourself and other Tears that walk upon the silvery path. Other beings may cross the path, but their footsteps always seem to miss its surface. This spell may only be cast during twilight each day. For the duration of the spell, you suffer a -2 penalty to initiative checks and AC.

Cloak of Shadows
Illusion (Shadow)
Level: Tear 1, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1d4 rounds + 1 round/level
You can use your Hide skill to “Hide in Plain Sight” as the feat of the same name. While casting this spell, you must be within 10 feet of a shadow, excluding your own. Once cast, you can use your Hide skill under direct observation as many times as you would like for the duration of the spell. Moving faster than half your normal movement rate, casting an offensive spell, or engaging in melee will render you visible. When visible, nearby shadows tug at the edges of your garments elongating the fabric causing thin black strands of animated clothing to billow about as if blown in a light breeze. This phenomenon grants all individuals within sight of you a +2 modifier to their Spot checks.
Focus: A cloak, robe, veil or other garment large enough to cover your head and shoulders.

Tears of the Mistress
Evocation
Level: Tear 1, Sor/Wiz 2
Components: S, M
Casting Time: 1 action
Range: Medium (50ft. + 5ft./level)
Effect: Ray
Duration: 1 round/level or instantaneous (see text)
Saving Throw: None
Spell Resistance: Yes
You can hurl your tears at opponents as glistening onyx bolts of energy. To strike your opponent, you must make a ranged touch attack. Each shimmering bolt does 1d4 points of damage. For every three levels past 1st, you can project an additional bolt with a maximum of four bolts at 10th level. You can attack a single opponent a round with as many bolts as you desire up to your maximum. Regardless of the number of bolts directed at an opponent in a round, they are treated as a single attack. Any unused bolts will remain accessible to you as a partial action for the duration of the spell, even if you subsequently cast other spells.
Material Component: Caster’s tears

Shadow Familiar Template:
As the Tear gains levels in the prestige class, her familiar slowly transforms into a black-satin creature of shadow-stuff. As the familiar steady becomes composed of ever more shadows, it gains a comparable concealment bonus which makes it harder to strike. For example, when a Tear reaches 5th level, her familiar will be made of 40% shadow-stuff subjecting all attacks against it to a 40% miss chance. Last, all of a familiar’s previous abilities stack with the new skills of the template.

Shared Shadows: Whenever a shadow familiar is within 5 feet of its mistress, it can share the benefits of any of the four “shadow abilities” (e.g., Shadow’s Child, Shadowy Seductress, Chasing Shadows, and Shadow’s Embrace) its mistress possesses.

Shadow Touched: If both the Tear and her familiar are in the shadows, can see each other, and are within 5 feet of one another per prestige class level of the Tear at the time of casting, the familiar can deliver its mistress’s touch attacks. When the spell is cast, the familiar may leave the shadows in order to make the touch attack; however, the Tear must remain in the shadows. If the Tear leaves the shadows at anytime, the spell is disrupted and lost.

Shadow Sight: If both the Tear and her familiar are in the shadows and within 100 feet of each other per prestige class level of the Tear, the mistress can see through her familiar’s eyes as if they were her own.

[Sidebar] The Shadow Mistress:
The veil of mystery that shrouds the angelic features of the Shadow Mistress, also known as the Sirine of Shades and the Maiden of the Twilight Path, is not easily breached. More fiction than fact is known of this porcelain beauty. Her origin is only guessed at. The more persistent stories weave tales of her being the offspring of a sirine and a shadow dragon, or a fallen-angel, a celestial that shielded a blasphemous heretic from righteous justice, earning herself exile for her efforts. Either tale is plausible, but with no support the stories are only folklore. The one fact that is known of the Mistress is that she appears to striking young females that have survived great hardship through the sheer force of their own character. Offering these lonely isolated beauties access to astonishing abilities, the Mistress only requires the ladies to accept her embrace and walk the Twilight Path. All other tangible insights into the ambitions of the Mistress are only gleaned indirectly through the observation of the Tears she has embraced.

[Sidebar] Contacting the Tear:
Once a DM decides that he will allow the Tears of the Shadow Mistress prestige class in his campaign, he needs to determine how the character will be contacted by the Shadow Mistress. One interesting way to introduce the Shadow Mistress is to wait until the character meets all the requirements for the prestige class. Instead of allowing the character to become a first-level Tear, have the player continue adventuring with the character. When the character uses her Hide skill and makes an exceptional check (DC=30) during a challenging part of an adventure, have the Shadow Mistress appear to her. To the rest of the party it will appear as if the character has vanished into the shadows. When the character is released from the Mistress’s embrace after 1-6 rounds, the DM would immediately grant the character all the benefits of a first-level Tear, and the adventure would continue.

[SideBar] Shunning the Embrace:
Once embraced, a Tear can simply decide to stop walking the Twilight Path and leave the sisterhood. This act does not anger the Shadow Mistress. She treats this lapse as a short rest, a repose for her Tear to regain her strength before continuing her journeys. In truth, the Tear cannot just decide to leave the “Twilight Path.” Only the Mistress can cast a Tear from its silvery surface. A Tear that too frequently averts her eyes when a swan is in peril may incur the ire of the Mistress’s un-embraced. Once un-embraced, a fallen Tear will lose all special class abilities and spells. She will only retain her Sneak Attack abilities. To the Mistress, the character is now nothing more than one of the nameless masses – her fate is of no consequence and absolution is never given. Moreover, if a Tear ever begins to prey on the swans she is sworn to protect, the Mistress’s wrath is absolute and unyielding – the fallen lady is branded a jackal and hunted relentlessly by her former sisters.

[SideBar] Symbol of the Shadow Mistress:
During a Tear’s initial embrace, she is permanently marked with the pitch-black symbol of the Shadow Mistress. The symbol (see above) is about the size of the Tear’s clenched fist and is always found in the center of her lower back. Its meaning and purpose are hidden to the uninitiated. The black brand cannot be removed by non-magical means and even a Wish spell will only cause the symbol to disappear until twilight of the next sunset. A few of the more expressive and confrontational members of the sisterhood have also begun to tattoo a stylized black or red tear just below their left eye. It is unknown if this is the start of a sub-sect of the Tears’ or just a sign of simple personal choice – like most aspects of the Tears and their mistress, time doesn’t always tell: but their actions do.

The text of this article is considered Open Game Content (OGC). “d20 System" and the "d20 System" logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 4.0. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast. All other content, not called out specifically, is copyright 2003 Craig A. Singsank. All rights reserved. The following items are hereby designated as Product Identity (PI) in accordance with Section 1(e) of the Open Game License (OGL), version 1.0a: Tears of the Shadow Mistress, Shadow Mistress, Tears, Siren of Shades, Maiden of the Twilight Path, Twilight Path, Visages of the Twilight Path, Cloak of Shadows, Tears of the Mistress, Sitrini, Shadow’s Child, Shadow Familiar, Shadowy Seductress, Seduction’s Shield, Seduction’s Sting, Chasing Shadows, Shadow’s Embrace, the Shadow Familiar Template, Shared Shadows, Shadow Touched, Shadow Sight, the Shadow Mistress logo, and any and all references to storylines and plots. The above PI is not Open Game Content (OGC). Subject to the PI statement above, the following is designated OGC for purposes of conveying game mechanics and can be used with limited license by the author of this work: all spell names and descriptions, all class abilities and descriptions, and the entirety of the Shadow Familiar Template. Any publication making use of these PI elements must provide legal notice that 1) the materials are reserved as PI, not OGC, and 2) content is copyright 2003 Craig A. Singsank, all rights reserved. A copy of the OGL license can be found at www.wizards.com/d20.

1 This spell is from Sword & Sorcery Studios’ core rulebook “Relics & Rituals” and is used with permission. This spell is considered PI, not OGC, and is copyright 2001, Clark Peterson, all rights reserved.

2 This spell is new to this work and conforms to the OGL and can be used with limited license based on the statements found above.

3 This spell is from The Brood’s work “Crimson Contracts – The Assassin’s Manifesto” and is used with permission. This spell is considered PI, not OGC, and is copyright 2001-2002 Ambient Inc., all rights reserved.

4 This spell is from Green Ronin’s work “Armies of the Abyss” and is used with permission. This spell is considered PI, not OGC, and is copyright 2002 Green Ronin Publishing; Authors, Erik Mona & Chris Pramas, all rights reserved.
 

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Hello minaret,
thank you for posting.
I will post my critics here on the board on Monday because this entire weekend I will travel to see my married brother´s family and stay with him.

yennico
 


Hello Minaret, hello Craig,
Yesterday I wrote this critic online on the board but unfortunately unbeknown to me my PC logged of before I could post the long critic. So I had to rewrote the critic :(


Tears of the Shadow Mistress
....
– and she was eager to begin its pursuit.
I really enjoyed reading the text. At first I thought the PrC will be a new PrC for followers of Shar (FR Godess).
I like the your idea of using shadow and darkness as something not necessary evil. Normally many people (I´m also among them:( ) use darkness and shadows only as an evil thing .
I looked in MotP and to my surprise I found out that the Plane of Shadow is only mildly neutral aligned. Perhaps I was too influenced by Shar.:)
I will ask you a lot of questions either to point out something or to know more.


Tears:
Although their individual stories vary, from misbegotten orphan to misunderstood outcast, all Tears see the world as being populated by predators and prey, the users and the used. Attempting to depose of every scavenging jackal is a fool’s errand. They will just be replaced by another from the endless pack of stalking beasts. It is an equal fallacy to try and save all the ignorant masses. They are mindless pigeons upon which the jackals feed, their lot will never change. The only pragmatic course then is to save the few unique souls who tread the path outside the roles of predator and prey. To the Tears, these special souls are the beautiful swans of the world, the dreamers and novel thinkers that have found their own path to follow. The Mistress’s Tears fill the role of guide and guardian, pulling the vulnerable swans from the jaws of the scavenging jackals. The Tears refer to this role as “walking the Twilight Path.” If the jackals must feed, let them feast on the masses of hapless pigeons, their loss is of no consequence to the Mistress.
The key function of a Tear is to protect a Swan?
Is the Tear the bodyguard of a Swan?
Does the Swan know that he/she is protected by a Tear or must the Tear work in secret to protect the Swan?


Every Tear of the Shadow Mistress is a female of striking beauty and deftly honed skill.
So a Tear should either cast spells like a sorcerer or bard. So a Tear is also limited to known spells.


The vast majority of Tears are dual-classed rogues and sorceresses, although some Tears have additional training as bards, fighters, and even rangers.
How about female wizards? They also fulfill the requirement of casting arcane spells.



Requirements:
To qualify to become one of the Tears of the Shadow Mistress a character must fulfill all the following criteria.
Alignment: Chaotic Good or Chaotic Neutral.
At this point I agree with Kerrick . CN persons do not work good in orders.
You could would change the requirement to all non-lawful and non-evil alignment. Then CG, CN, N, and NG persons can join the PrC.
By reading your text I would say most of the Tears will be CG or NG.


Bluff: 9 ranks.
Hide: 9 ranks.
Move Silently: 6 ranks.
Pick Pocket: 6 ranks.
For 9 ranks in a class skill you need to be at least 6th level.
Does a Tear really needs 9 ranks in Bluff?
9 ranks in Hide is ok, but I would increase the required ranks in Move Silently to 9 ranks (then decrease the required ranks in bluff)


Feats: Expert Tactician, Evasion, Improved Initiative, Uncanny Dodge (can’t be flanked), Weapon Finesse.
You mix class abilities with feats. Uncanny Dodge (can´t be flanked) is a class ability of the Rogue and of the Barbarian.
Evasion is a class ability of the Rogue.
Number of Feats: a 7th level human (6 level rogue, 1 level spellcaster) gets four feats, so he can fulfill the requirements easily.
A 7th level non-human (6 level rogue, 1 level spellcaster) gets three feats, she can fulfill the requirements if she only selects the required feats.
Feats: Improved Initiative is IMHO an essential feat every rogue needs. Many of the rogues take the feat Weapon Finesse because of their lacking strength.
These rogues are then melee combat rogues. Because of their relatively low AC and their low Hps many rogues will try at that level to boost their AC by feats like dodge (later mobility, etc.) than to increase their number of Sneak attacks (by Expert tactician) .
Other rogues preferred weapons are crossbows or shortbows and not melee weapons.
A rogue who meets the requirements of the Tear PrC is limited to melee combat. If this rogue is grappled by her opponent she is nearly useless because of lacking strength and she can not fight her opponent because the size of rapier, the most likely weapon chosen by the Weapon Finesse feat is to big for close combat. Perhaps a Tear should spend some of her skill points in the Escape Artist skill.:)
The feat requirements are ok, but I point out one of the possible weaknesses of a Tear.


Spells: Ability to cast arcane spells.
A level wizard level 1, sorcerer level 1 or bard level 1 can cast arcane spells.
Is one level spellcasting class really necessary ? The PrC Assassin (DMG) can cast spells without any spellcasting level as requirement.
Most PrC with a spellcasting class as requirement will add in the PrC +1 level to an existing class (not necessary every level).
The one level spell caster gives the character a boost of the Will save and (if you choose sorcerer or Wizards as class) the use of scrolls without a use magic device check.
If this caster level does not increases in the PrC, this requirement IMHO is only to get the above written advantages.


Special: Sneak attack +3d6, female, and prior contact with the Shadow Mistress.
Sneak attack +3d6: Only a 5th level rogue can meet this requirement. So the lowest level a character can enter this PrC is level 7
(Rog6/Spellcaster1) (because of the uncanny dodge (can not be flanked) requirement)
This requirment is ok if you think only rogues with several levels should take this PrC.
A rogue3/bard4 would also fulfill all requirements except the sneak attack and uncanny dodge (can not be flanked).


Class Skills:
The Tears of the Shadow Mistress prestige class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Open Locks (Dex), Perform (Cha), Pick Pocket (Dex), Search (Int), Spot (Wis), Tumble (Dex)
IMHO you forgot several skills in the skill list.
Escape Artist is one of this skills:).
What do you think about adding Jump, Climb, Read Lips (excellent for reading the lips of a Swan) and Sense Motive to the list.
IMHO you should add three fixed knowledge skills (e.g. knowledge (philosophy), knowledge (rhetoric) and knowledge (history) to the class skills, because
if a Swan wants to converse with a Tear the Tear should be able to converse with the Swan about the topics. I think the relationship of a Swan to a Tear can be similar to the
relationship of an artist/painter to his muse. The muse/tear can give the Swan new impulses.

If you drop the requirement of being a spell caster you should add Use Magic Devise to the class skill list.


Skill Points at Each Level 6 + Int modifier.
As Comparison:
A true Rogue get 8 + Int Skill points, no spellcasting ability
A bard gets 4 + Int, spellcasting ability similar to the Tear
An Assassin PrC gets 4+ Int, some spell casting ability.
An Arcane Trickster (Rogue/Wizard) PrC gets also only 4+ Int with superior spellcasting ability

IMHO 6 + Int modifier is too high, reduce skill points to 4 + Int mod.


Special: The Tear must intercede on the behalf of a “swan” at least once a level. The Tear cannot advance in level until this requirement has been met. Swans are to be removed from harm's way before all else -- it is irrelevant how many of the soulless masses and jackals need to be sacrificed to meet this end. Nevertheless, Tears are unlikely to sacrifice themselves in hopeless acts – it is better to let one swan perish so a larger bevy can be saved later.
This sounds ok to me. This is a really nice feature:)



Weapon and Armor Proficiency: Tears are proficient in all simple and martial weapons. They possess no armor proficiencies.
The Tear get the use of every martial!!! and every simple!!! weapon for free, so the Tear can use every weapon (except exotics).
This is a very BIG bonus, because rogues, sorcerers, wizards and bards are very limited in the use of weapons.


Spells: A Tear’s bonus spells and saving throw DC’s against spells she casts are based on her Charisma (DC = 10 + spell level + Tear’s Charisma modifier). Any spells she attempts to cast with either a “Light” or “Fire” descriptor have a 10% chance of failure per prestige class level. At 10th level, the Tear is completely barred from using these spells, even if she would have access to them due to levels gained in another spell-casting class. The Tear may fill open spell slots from her other arcane spell-casting classes with spells from the Tear’s spell list – as long as she has gained enough levels in the prestige class to cast the spell as a Tear. Tear’s cast spells in the same manner as sorceresses.
If a Tear cast spells like a sorceress, she also has a limit of known spell. You forgot this table.:)


Shadow’s Child: This power grants the Tear low-light vision to 60 feet (a bonus of +30 feet is gained by characters that already possess low-light vision). Second, the character can move through the shadows at her normal movement rate while using the Move Silently and Hide skills without penalty. While running or charging through the shadows, the Tear suffers a -10 penalty to all Move Silently and Hide checks.
Normally a character with natural low-light vision or darkvision do not gain any further benefit from acquiring the vision through a PrC.
Low-light vision enables the Tear only to see in places where at least some light is available. If you prohibit the Tear the casting of light spells, she will never be able to see in total natural darkness (e.g. dungeon).
IMHO a Tear should gain darkvision.


Shadow Familiar: The Tear’s familiar gains the “Shadow Familiar Template”.
Only if the Tear already has a familiar (one level bard is sufficient to fulfill the requirement). So a bard get the summon familiar feat at this level.


The familiar will have the base abilities granted to normal familiars of a first-level arcane spell-caster.
The base abilities of a 1st level familiar are: Alertness, improved evasion, share spells empathic link and for a raven: to speak one language.
These abilities in addition to the abilities gained by the "shadow familiar template" are to overpowered. Later I will point out why the shadow template abilites alone are overpowered.


Shadowy Seductress: While within 10 feet of shadows large enough to hide in, the Tear gains a +2 situation bonus to all Bluff checks and a +2 bonus to all spell DC’s that are “mind-affecting.”
This sounds like skill focus (Bluff) and Spell focus (Enchantment) to me.


Further, the Tear adds half her Hide ranks to any save against shadow magic from spells, magic items, or a creature’s special ability.
To use this ability a Tear has to be Rog6/Bard1/Tear2, so her maximum rank in hide will be 12. This means at that level a maximum of +6 to all saves. This is a very high bonus and the bonus increases with each level the Tear advances (if she increases her hide rank).
I don´t know how to modify this ability.
Define Shadow magic please ? Do you mean spells with the darkness descriptor or do you mean shadow weave spells (FRCS).


Seduction’s Shield: The Tear’s innate persona is enormously enthralling, making it difficult for opponents to execute effective attacks against her. Due to her commanding presence, the Tear adds a base +1 to her armor class plus an additional +1 for each Charisma modifier, as long as she is not wearing armor.
No!! This ability seems similar to the canny defense ability of a duelist (S&F) or bladesong of the bladesinger (T&B) but there is a big difference.
The canny defense ability or the bladesong ability are a dodge bonus. So if the character is flat-footed this bonus is negated. Even if your ability is a Dodge bonus, a Tear nearly can not be flat-footed (only IIRC by a rogue seven level higher than the Tear), so the Tear always retains her high Cha bonus and the +1 to AC. So the new AC of a Tear always will be 10 + 1 + the modifier of the two highest attribute scores, because Dex and Cha normally will be the two highest attribute scores of the Tear.
I also see the restrictions (no armor and not usable against some enemies) but wearing no armor does not prohibit the Tear form wearing rings of protection, amulet of natural armor, bracers of defense or casting spells like mage armor or shield (which a 1st level wizard or sorcerer can cast)


Seduction’s Sting: The sultry gaze of a Tear can cause even the most experienced warrior to lower his guard, if for but an instant. In that sliver of a moment, when skilled seduction overcomes the trained intellect, the Tear can thrust the tip of her blade home with such mastery that the initial sting often goes unfelt. The Seduction’s Sting ability enables the Tear to feint in combat using her Bluff skill as a move-equivalent action. As a secondary use of this ability, the Tear may willingly cause her “attack” to miss its mark, allowing her to pick-pocket her opponent (DC=25). Prior to trying to pick-pocket in combat, the Tear must make a successful Bluff check and have a hand free. If the Pick-Pocket attempt fails and is noticed (e.g., the opponent’s Spot check beats the Tear’s Pick Pocket check), the Tear’s opponent is allowed an attack of opportunity against the character. Once noticed, no further Pick Pocket attempts can be made against the opponent for the duration of the combat. This ability can not be used on opponents that are immune to critical hits or sneak attacks.
I do not know all rules but this ability IMHO looks ok.


Chasing Shadows: No longer a passive ally, the shadows now actively intercede on the behalf of the Tear. Once per day, if she is within two feet per Hide rank of the shadows,
Just to point out:
Maximum Hide rank at Rogue6/Bard1/Tear8 is 18, so the maximum range of this ability at this level is 36 feet.
The movement rate of a medium-sized character is 30 feet.
If you use a grid to simulate the combat sequences, 36 feet are 7 squares, so it is a very big area in which only a shadow


and not flat-footed,
Only under special circumstances a Tear will be caught flat-footed. These circumstances are very rare, so the Tear can nearly always use this ability.


the Tear can draw upon the shadows to displace her true location just enough so she can escape the damage of a lethal blow.
Lethal blow from a melee weapon only ? The ability Chasing Shadows should not be applicable for damage made by spells. For spells which allow a reflex save for half damage the Tear has the ability Evasion.


When a Tear is struck in combat and would be reduced to 0 to -9 hit points, she can make a Hide check (DC = 10+damage dealt) in order to take only half damage.
I really dislike this ability. It give some kind of immortality to a character..


Each time this ability is successfully employed the Tear losses 100xp per prestige class level.
100xp per prestige class level (minimum 800xp maximum 1000xp) are no XP costs for a character of that level.
A character raised by a raised dead spell will loose more XP than a Tear with this ability.
800xp at that level are perhaps 1/3 of the gained for one single gaming session, only if the gaming session includes a big fight.
At this point I also agree with Kerrick . If you really want to keep this ability then make its use more XP-expensive, at least 10% of the XP needed to advance a level.


Shadow’s Embrace: Once per day, a Tear can step onto the plane of shadows to receive solace in its embrace. Within the shade of this haven, the character heals 1d4 hit points per Charisma modifier – this effect is instantaneous. While cocooned in the shadows, the Tear sees the physical world she left in muted silhouette. The Tear can remain in the Shadow’s Embrace up to 10 minutes plus 10 minutes per rank of Hide. When leaving the land of perpetual twilight, the Tear can emerge from any shadow within 30 feet of her original position as long as it is visible from her point of entry. If all the shadows within 30 feet of the Tear’s point of entry are dissipated, including the shadows she entered, she is instantly expelled. This expulsion will daze the Tear for 1d4 rounds. During this period the Tear can take no action other than defend herself.
With this ability a tear gains twice per day a planeshift and one teleport without error (one planeshift to the plane of shadow, one planeshift away and one teleport without error to the original place).
This sounds ok to me for that level, but there are some questions?
The Plane of Shadows is inhabited by other creatures, some of them are really nasty. Can this creatures attack the Tear while resting in the planes of shadow ?
If these creatures can not attack the Tear, please give a logical reason why?


Now fully embraced by the shadows,
A cool idea would be if you integrate the Shadow Template (MotP) in your PrC like the Half-Dragon template integrated in the Dragon Disciple (T&B).



the Tear is immune to all attacks and effects that employ any form of shadow magic.
Please define Shadow magic.


Spell List:


0 Level – daze, distort shadow1, ghost sound, prestidigitation, visages of the twilight path2

1st Level – cloak of shadows2, deadly nails3, reshape shadow, shade’s sight1, tears of the mistress2

2nd Level – eye of the needle3, animate shadow, ecstasy4, minor shadow conjuration1, shadow images1

3rd Level – dar’ tan’s shadow bolt1, minor shadow evocation1, shadow form of lyrand1, suggestion

4th Level – confusion, phantasmal lover4, shadow conjuration, shadow weapon1

5th Level – greater shadow conjuration, rie’s dance of seduction1, shadow evocation

I do not own all the books you mentioned later, so I can only give you on incomplete view.
IIRC all of the PrCs start with 1st level spells, not 0 level spells.
This spell list looks to me like an assortment of all spells with shadow in their spell name.
Level 0 ghost sound and prestidigitation are IMHO two of best 0 level spells (except detect magic and read magic). A Wizard Level 1 will have them and certainly a Sorcerer level 1 (who can choose 4 0 level spells) will have them also. So a Tear who has one of this classes as a PrC requirement will already have them.



Visages of the Twilight Path
Divination
Level: Tear 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
You gain the ability to see the “Twilight Path.” When this spell is cast, the colors of the prime material fade into black charcoal-colored hues as nearby objects become blurred. In contrast, a narrow glossy-silver path of amorphous shape and texture appears in sharp focus at your feet and branches out in a multitude of directions before you. As you step forward the path disappears behind you. It is not possible to trace your steps backward. On the Twilight Path, moving forward is the only option. For the duration of the spell, you will be able to see all the “swans” that tread the Twilight Path in your field of vision – these are the only individuals besides yourself and other Tears that walk upon the silvery path. Other beings may cross the path, but their footsteps always seem to miss its surface. This spell may only be cast during twilight each day. For the duration of the spell, you suffer a -2 penalty to initiative checks and AC.
Is the function of this spell to lead the Tear to her Swan? The Shadow Mistress sends her Tear a vision and after that the Tear has to cast this spell to find the Swan ?


Cloak of Shadows
Illusion (Shadow)
Level: Tear 1, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1d4 rounds + 1 round/level
You can use your Hide skill to “Hide in Plain Sight” as the feat of the same name.
While casting this spell, you must be within 10 feet of a shadow, excluding your own. Once cast, you can use your Hide skill under direct observation as many times as you would like for the duration of the spell.
No!!! A shadowdancer needs to gain this ability the requirements of the Shadowdancer PrC: several levels rogue, several feats and skills, etc.
If you allow this spell, every wizard level3 and sorcerer level4 can hide in plain sight. Hide is for wizards or sorcerers not a class skill, so they will not have high numbers of rank in this skill, but think about rogue/wizards or rogue/sorcerers. IMHO If somebody wants the ability to hide in plain sight, he has to pick up the shadowdancer PrC.
If you want to add this ability to the Tear PrC, use Hide in Plain Sight as a at rather high level gained special ability of the Tear.


Moving faster than half your normal movement rate, casting an offensive spell, or engaging in melee will render you visible.
The same restrictions as invisibility.

IMC I would not allow this spell. If I had to design this spell I would grant by this spell a temporary bonus of + X on the hide skill.
I have not thought about this spell, so I can not give you the exact value of X.


Tears of the Mistress
Evocation
Level: Tear 1, Sor/Wiz 2
Components: S, M
Casting Time: 1 action
Range: Medium (50ft. + 5ft./level)
Effect: Ray
Duration: 1 round/level or instantaneous (see text)
Saving Throw: None
Spell Resistance: Yes
You can hurl your tears at opponents as glistening onyx bolts of energy.
Which type of energy ? The energy type is important to protection of elements, etc.


To strike your opponent, you must make a ranged touch attack. Each shimmering bolt does 1d4 points of damage. For every three levels past 1st, you can project an additional bolt with a maximum of four bolts at 10th level. You can attack a single opponent a round with as many bolts as you desire up to your maximum. Regardless of the number of bolts directed at an opponent in a round, they are treated as a single attack. Any unused bolts will remain accessible to you as a partial action for the duration of the spell, even if you subsequently cast other spells.
Material Component: Caster’s tears
This spell sounds to me like a weak version of Magic Missile. Magic Missile automatically hits, does more damage and at higher level the caster gets more missiles that a Tear bolts, Magic Missile has a reach of 100ft. + 10ft./level and Magic Missiles is only a 1st level spell.
If you want a special spell for the Tear similar to Magic Missile, then take Magic Missile and rename the spell:) to Tears of the Mistress and add Your Material Component to the spell.


Shadow Familiar Template:
As the Tear gains levels in the prestige class, her familiar slowly transforms into a black-satin creature of shadow-stuff.
I really like the idea of transformation of the familiar to creature of shadow stuff.


Shared Shadows: Whenever a shadow familiar is within 5 feet of its mistress, it can share the benefits of any of the four “shadow abilities” (e.g., Shadow’s Child, Shadowy Seductress, Chasing Shadows, and Shadow’s Embrace) its mistress possesses.
This ability is IMHO too powerful. Through this ability the familiar gains Low-Light Vision (Shadow´s Child), a very high AC (Shadowy Seductress) and is nearly impossible to kill (Chasing Shadows) . These benefits are gained in addition to a permanent blur spell (20% miss chance).


Shadow Touched: If both the Tear and her familiar are in the shadows, can see each other, and are within 5 feet of one another per prestige class level of the Tear at the time of casting, the familiar can deliver its mistress’s touch attacks.
Does the Tear really have spells that require touch attacks ?


When the spell is cast, the familiar may leave the shadows in order to make the touch attack; however, the Tear must remain in the shadows. If the Tear leaves the shadows at anytime, the spell is disrupted and lost.
This ability is similar to the touch ability of a normal familiar. Because of the Shared Shadow ability this ability gets more powerful, IMHO too powerful.
If you change or downscale the shared shadows ability, you can use this ability unchanged.


Shadow Sight: If both the Tear and her familiar are in the shadows and within 100 feet of each other per prestige class level of the Tear, the mistress can see through her familiar’s eyes as if they were her own.
ooh, a better version of Arcane Eye:) with several advantages: vision improved by low-light vision, no duration limit, no permanent concentration of the caster is required, a raven familiar can fly, the ability can not be dispelled like a spell
I would suggest to modify the ability in this way: To look through the eyes of his familiar the Tear must concentrate herself. This ability is supernatural and can be dispelled/suppressed/etc. like a X level spell.

One Hint: Why you do not give the Tear at first level the bonus feat: Improved familiar and the Tear must choose and animal or dire animal (only animals which can be taken as familiars so no dire bears are available:)) with a shadow template (MotP p. 190).
This familiar advances like a normal familiar in addition to her bonus every 4 HD.


[Sidebar] The Shadow Mistress:
Is the Shadow mistress a goddess ? Alignment? Does she rules the Plane of Shadow?

I really like the base idea of your PrC but I think at several points your PrC is overpowered and unbalanced.

Your PrC Inspired me to a either a character or a own PrC. A rogue or bard who raids "new" knowledge
(like the idea of democracy in the medieval times, or a new philosophy or a new invention). He can be a devout follower of Shar, also mistress of Secrets. He/She helps her to keep the secrets secret to then people.


[Sidebar] Contacting the Tear:
...
I like the explaining text.
To the rest: I´m no lawyer but I think it is ok.

Image:
The Saves and the BAB looks ok for me. But compare a rogue6/Sor1/Tear10 with a rogue6/sor1/bard10. A Tear gets 4/4/3/3/2/1 a Bard gets 3/3/3/2/0 so a Tear gets more spells and access go higher level spells.

Familiar:
20% miss chance is like a permanent blur spell
50% miss chance is like a permanent displacement spell.
Can this ability be dispelled/suppressed?
Will this miss chance apply only in the light or also in darkness?

This is only my opinion, others will have other opinions.:)

Just my 2 cents
yennico
 
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Yennico,

Thanks, there are a lot of great comments in your reply. So many actually that it's going to take me a little while to go through everything. I hope to have a revision posted this weekend (as long of the site and boards stay up). This is exactly the type of feedback I was looking for: clear, rational, and pointed.

- Minaret
 

Good morning everyone (or afternoon/evening as appropriate).

I'm currently doing a bit of retooling on the PrC and thought I'd send out this update of proposed changes before I finish rewriting the PrC.

Here are the most significant changes & comments:

The Tear is more of a guide and intermittent sentinel than a fulltime bodyguard. Just as many swans are unaware of the Tears intervention as they are aware. Many swans that meet their Tear benefactors receive guidance and instruction for a limited period, but the Tear always moves-on leaving the swan to find her own way.

I’ve changed the alignment requirement to any non-lawful/non-evil.

I dropped Bluff to 6 ranks, increased Move Silently to 9 Ranks, dropped Pick Pocket, and added 6 Ranks of Spot (Tears are always scanning the world around them).

I dropped all the mixed class abilities and stayed with standard feats.

I changed the “Cloak of Shadows” spell to give the Tear better defense against being grappled and dropped the “Hide in Plain Sight” benefit. The spell now provides a concealment bonus.

I dropped the “ability to cast arcane spells” requirement.

I added Jump, Climb, Read Lips, Knowledge (Philosophy), Use Magic Device, and dropped Disable Device and a few others that were too “thief” oriented.

I reduced the skill points per level to “4.”

The Tear now has the same weapon proficiencies as a rogue, but still does not receive any armor proficiencies (the use of “martial weapons” was a big oversight on my part).

I even remembered to add the table of known spells (this was even a bigger oversight).

Spells: I added “Darkness” to the “Light and Fire” descriptors that result in potential spell casting failures for the Tear.

Spells per Day: I’ve reduced the number of spells the Tear gets at each level as well as completely dropped the 0-level spells.

Shadows Child: I added “Darkvision” and eliminated the shadow magic defensive bonus. The ability also grants an occasional (i.e., infrequent) empathic link with the Shadow Mistress. At the DM's discretion, the character may receive vague emotional impressions of what the Mistress desires.

I dropped the whole Shadow Familiar template and went with the shadow creature template in the MotP (Yennico, that was the great idea) treating it as an “Improved Familiar (Shadow)” class ability.

Shadowy Seductress: Completely changed and moved to a higher PrC level slot. The ability allows the Tear to invoke the “Emotion” spell once a day.

Seduction’s Shield: I dropped the +1 base bonus, but kept it mostly unchanged. This ability is very similar to Crimson’s Contracts’ “Armor of the Flesh” class ability. The main reason I’m keeping it is experience. I’ve been playing a character that conforms to the PrC and she has a tendency to get taken out to easily in melee after she attempts her Sneak Attack. The character, Minaret (what else would I name her), does employ Mage Armor and ring of protection, but her low number of hit points relative to her opponents and moderate AC cause her to get “slapped around” when a fighter or monster gets its turn to hit her. In short, with d20 combat focused creatures now getting a ton of bonuses to hit and deal out damage the extra AC bonus is a lifesaver.

Chasing Shadows: This ability has received the most focus of any Tear ability over the last few months. After reading everyone’s comments over again, I’ve decided to completely start over. I just think the way I was implementing it was broken from the start. Consequently, I’m changing it to be an alternate form of the rogue’s defensive roll ability. The whole “always has at least 1 HP” remaining aspect is gone.

Shadow’s Embrace: While in the embrace the Tear is shielded by the Mistress herself hiding the Tear from the creatures of the plane of shadows.

Tears of the Mistress: True, this spell is a weak version of the Magic Missile (less damage, lower range, and no automatic hit), but it has one advantage: it’s a ray. It allows the Tear to combine a Sneak Attack with the lower damage of the spell.

I’ve also purposely left the details of the Shadow Mistress a bit of a mystery as the moment. It has the dual purpose of creating a bit of intrigue while allowing me time to further develop her history. If you pushed me for an answer, I would say she has power relative to a quasi-deity.

I’ve also added the requirement that the PrC have a +1 Chr modifier. I’ve added and removed this requirement so many times I can’t count. Since Chr is so central to the PrC from both a ROLE-playing and ROLL-playing standpoint, I put it back in. However, I am open to being swayed back into removing the requirement. Basically, I haven’t come up with or heard a good-enough argument to go one-way or the other. Thoughts?

I hope to post a fully revised version of the PrC by the end of the weekend (for us in the US it is one of our rare three day weekends so I technically have until Monday night).

Thanks again and comments are always welcome.

- Minaret
 
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Here's a revised draft of the PrC. Time to jump in if you have a comment, thought, or concern. My goal is to lock the PrC down by Tuesday -- I have a gaming session coming up and my character (Rog6/Sor1) finally qualifies for the PrC. :)


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Sitrini kept her head down and her eyes sternly closed lest a tear escape its confines. Her smoky black locks flowed across her face like a velvet curtain as she knelt against the cold stone of the deserted building. Long ago this alabaster-skinned wisp of a thing promised she would never again cry for herself – this was an oath she meant keep to the end. Tonight’s torments would pass, they always did. The details of her encounter this evening didn’t matter, it only mattered that she survived. The frightened child that had once clung helplessly to the sundered remains of her dead mother’s body no longer existed. Years ago the waves of hardship had crashed upon the shores of her innocent world and threatened to drown her in their depths, but Sitrini had survived the onslaught and fought her way out of the darkness. Sitrini had not let herself perish in the desolation of her childhood. Sitrini had learned to wear her string of loss and misery with pride, like a necklace of the heirloom pearls – darkened, scarred, and pitted by frequent and unrelenting abuse, but radiant nonetheless.

Feeling the chill of the encroaching night, and lacking a blanket or cloak, Sitrini moved to a sheltered corner of the building, pulled her knees up to her chest, wrapped her arms around herself, and began to rock herself into a shallow sleep. Distracted by fatigue, Sitrini almost missed the movement near her. Lifting her head slowly, she glimpsed a figure slip from the shadows and glide toward her with the sultry grace of a dancer. Sitrini stopped rocking and marveled at the figure’s poise. Even in the graying light of dusk, its movements were so fluid and alluring they mesmerized. As the seductive and clearly feminine figure approached, Sitrini could not make out its facial features for they were shrouded in a veil of lace thin shadows. By the time the figure was close enough to stroke Sitrini’s pale cheek, the young woman was seduced and enthralled. While the beautiful apparition tenderly slid her hand across Sitrini’s ivory-skinned face and began to gently stroke the young-girl’s hair, a single tear began to trace a path down the stranger’s cheek.

With the gentleness of a feather drifting in the breeze, Sitrini effortlessly caught the errant tear on the tip of her index finger before it could fall to the ground. Closing her fingers around the glistening orb, Sitrini brought her hand to her heart and averted her gaze from the mysterious figure. Stepping forward, the figure stretched out her arms and engulfed Sitrini in an embrace of soothing sable shades. The familiar pain and anguish that Sitrini had worn for years receded as the visible world around her faded into a smoky haze. Sitrini found herself standing on a narrow silver path, its surface was fluid like mercury and its countless branches spread before her like the roots of some ancient tree. As the being Sitrini now somehow knew as the Shadow Mistress took her hand and bid her to follow – they began to walk the path together. As they swiftly strode the satiny surface of the silver path, Sitrini began to feel a comforting peace. She reveled in the rapturous embrace and the release from pain. She had found her purpose; Sitrini was now one of the Tears of the Shadow Mistress – and she was eager to begin its pursuit.

Tears:
Although their individual stories vary, from misbegotten orphan to misunderstood outcast, all Tears see the world as being populated by predators and prey, the users and the used. Attempting to depose of every scavenging jackal is a fool’s errand. They will just be replaced by another from the endless pack of stalking beasts. It is an equal fallacy to try and save all the ignorant masses. They are mindless pigeons upon which the jackals feed, their lot will never change. The only pragmatic course then is to save the few unique souls who tread the path outside the roles of predator and prey. To the Tears, these special souls are the beautiful swans of the world, the dreamers and novel thinkers that have found their own path to follow. The Mistress’s Tears fill the role of guide and guardian, pulling the vulnerable swans from the jaws of the scavenging jackals. The Tears refer to this role as “walking the Twilight Path.” If the jackals must feed, let them feast on the masses of hapless pigeons, their loss is of no consequence to the Mistress.

All the young ones that will someday become Tears began life with the unblemished spirits and dreams of swans. That was until tragedy shattered their lives forcing the innocent swans to reconstitute themselves as cunning ravens – shrewd beauties possessing lethal talons. Every Tear of the Shadow Mistress is a female of striking beauty and deftly honed skill. She is the instrument by which the Shadow Mistress to shows her contempt for the stifling machinations of both the dark cults and self-righteous orders of the world. Her Tears are just as likely to strike the tyrannical leader of a sinister cabal as they are to disrupt a pompous preacher’s dogmatically harsh teachings. Nevertheless, a Tear is not some glassy-eyed zealot that swoons with false piety over the dream of burning on the wasteful pyre of martyrdom. Traversing the perpetual grey twilight between darkness and light has cultivated a philosophy of pragmatic individualism within all the Tears. They possess no steadfast dogma. Their moral compass can be described as intellectually promiscuous and porous. If the beliefs and practices of her past are not relevant to the challenges of tomorrow, the Tear sweeps them from her memory, like a traveler brushing the dust from her boots at the end of a day’s journey.

A Tear’s principal goal is to assist the swans she encounters in making their way along the Twilight Path, helping to prevent them from being lost to the darkness or consumed by the light. Through the use of subtle guile and merciless assaults, Tears also cull the more vicious predators from the ever present pack of jackals. Tears have found that the removal of a single predator can result in great change, much like how dislodging a single pebble can move a mountain – as long as it’s the right pebble. Therefore, prowling jackals that gorge themselves upon prey that they poach from the Twilight Path find themselves hunted relentlessly. In the end, to attack a beautiful swan is to chance a sunset meeting with a Tear, her talons at the ready.

The vast majority of Tears are dual-classed rogues and sorceresses, although some Tears have additional training as bards, fighters, and even rangers. Paladins, clerics, and monks are completely absent from the sisterhood of Tears, as are the races of dwarves, half-orcs, and gnomes. Three-fourths of all Tears are humans or half-elves with the remaining quarter composed of tieflings, elves, drow, and a menagerie of assorted refugees and half-breeds.

Hit Die: d6.

Requirements:
To qualify to become one of the Tears of the Shadow Mistress a character must fulfill all the following criteria.

Alignment: Any non-lawful and non-evil.
Bluff: 6 ranks.
Hide: 9 ranks.
Move Silently: 9 ranks.
Spot: 6 ranks.
Feats: Expert Tactician, Improved Initiative, and Weapon Finesse.
Special: Sneak attack +3d6, +1 Charisma modifier, female, and prior contact with the Shadow Mistress.

Class Skills:
The Tears of the Shadow Mistress prestige class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge–philosophy (Int), Listen (Wis), Move Silently (Dex), Open Locks (Dex), Pick Pocket (Dex), Read Lips (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Magic Device (Chr).

Skill Points at Each Level 4 + Int modifier.

Class Features:
All the following are class features of the Tears of the Shadow Mistress prestige class.

Special: The Tear must intercede on the behalf of a “swan” at least once a level. The Tear cannot advance in level until this requirement has been met. Swans are to be removed from harm's way before all else – it is irrelevant how many of the soulless masses and jackals need to be sacrificed to meet this end. Nevertheless, Tears are unlikely to martyr themselves in hopeless acts – it is better to let one swan perish so a larger bevy can be saved later. Furthermore, at every even level of the prestige class, the Tear must take one rank of Knowledge (philosophy). This expenditure of personal time and energy permits the Tear to reflect upon the wisdom of the path she has chosen. It is this wisdom, which is hard won from personal experience that the Tear shares with the swans she mentors.

Weapon and Armor Proficiency: Tears have the same weapons training as rogues; however, they possess no armor proficiencies.

Spells: A Tear’s bonus spells and saving throw DC’s against spells she casts are based on her Charisma (DC = 10 + spell level + Tear’s Charisma modifier). Any spells she attempts to cast with a “Light, Fire, or Darkness” descriptor have a 10% chance of failure per prestige class level. At 10th level, the Tear is completely barred from using these spells, even if she would have access to them due to levels gained in another spell-casting class. The Tear may fill open spell slots from her other arcane spell-casting classes with spells from the Tear’s spell list – as long as she has gained enough levels in the prestige class to cast the spell as a Tear. A Tear casts spells in the same manner as a sorceress. Last, Tears learn visages of the twilight path at first-level as a free bonus spell that does not count against the total number of spells known.

Sneak Attack: This power is identical to the rogue ability of the same name and stacks accordingly.

Shadow’s Child: This power grants the Tear Low-light Vision and Darkvision to 60 feet. Second, the character can move through the shadows at her normal movement rate while using the Move Silently and Hide skills without penalty. While running or charging through the shadows, the Tear suffers a -10 penalty to all Move Silently and Hide checks. Last, this ability grants an occasional (e.g., no more than once a gaming session) empathic link with the Shadow Mistress using the same responses as an augury spell. At the DM's discretion, the character may receive vague emotional imagery from the Mistress that is tied to a specific person, place, thing, or action. The Tear is incapable of triggering these visions on her own.

Improved Familiar (Shadow): The Tear’s familiar gains the “Shadow” template from the Manual of the Planes (p190). If the Tear does not already possess a familiar, she is granted Summon Familiar as a bonus feat – most Tears choose a raven as their familiar. As the Tear gains levels, her familiar slowly transforms into an ebon-hued creature of shadow-stuff. The shadow familiar retains all the abilities it possessed in its natural form in addition to the new ones it gains as it slowly transforms. For every even level the Tear gains in the prestige class, the familiar receives a +1 to its Intelligence and AC. When the Tear reaches 4th and 8th level, the familiar gains an additional supernatural ability from the options listed for the shadow creature template.

Seduction’s Shield: The Tear’s innate persona is enormously enthralling, making it difficult for opponents to execute effective attacks against her. Due to her commanding presence, the Tear adds +1 to her armor class for each Charisma modifier, as long as she is not wearing armor. Regardless of the Charisma modifier, the maximum AC bonus granted by this ability is +4. The Seduction’s Shield power is potent against all living creatures regardless of the Tear’s awareness; however, the bonus is lost if she is unconscious or hold. This power can not be used on most creatures that are immune to mind-influencing effects (e.g., constructs, oozes, plants, and undead).

Shadowy Seductress: Once per day, the Tear can use her velvet tongue and sensual form to seduce a single target affecting them as if an emotion spell were cast on them.

Seduction’s Sting: The sultry gaze of a Tear can cause even the most experienced warrior to lower his guard, if for but an instant. In that sliver of a moment, when skilled seduction overcomes the trained intellect, the Tear can thrust the tip of her blade home with such mastery that the initial sting often goes unfelt. The Seduction’s Sting ability enables the Tear to feint in combat using her Bluff skill as a move-equivalent action. As a secondary use of this ability, the Tear may willingly cause her “attack” to miss its mark, allowing her to pick-pocket her opponent (DC=25). Prior to trying to pick-pocket in combat, the Tear must make a successful Bluff check and have a hand free. If the Pick Pocket attempt fails and is noticed (e.g., the opponent’s Spot check beats the Tear’s Pick Pocket check), the Tear’s opponent is allowed an attack of opportunity against the character. Once noticed, no further Pick Pocket attempts can be made against the opponent for the duration of the combat. This ability can not be used on opponents that are immune to critical hits or sneak attacks.

Chasing Shadows: No longer a passive ally, the shadows now actively intercede on the behalf of the Tear. Once per day, if she is within two feet per Hide rank of shadows large enough to hide in, and not flat-footed, the Tear can draw upon the shadows to displace her true location just enough so she can escape the damage of a lethal blow (spells and special abilities are excluded). When a Tear is struck in combat and would be reduced 0 hit points or less, she can make a Hide check (DC = damage dealt) in order to take only half damage from the attack.

Shadow’s Embrace: Once per day, a Tear can step onto the plane of shadows to receive solace in its embrace. Within the shade of this haven, the character heals 1d4 hit points per rank of Knowledge (philosophy) she possesses, to a maximum of 6d4. This effect is instantaneous. While cocooned in the shadows and protected by her Mistress, the Tear sees the physical world she left in muted silhouette. The Tear can remain in the Shadow’s Embrace up to 10 minutes plus 10 minutes per rank of Hide. When leaving the land of perpetual twilight, the Tear can emerge from any shadow within 50 feet of her original position as long as it is visible from her point of entry. If all the shadows within 50 feet of the Tear’s point of entry are dissipated, including the shadows she entered, she is instantly expelled. This expulsion will daze the Tear for 1d4 rounds. During this period the Tear can take no action other than defend herself. Now fully embraced by the shadows, the Tear is immune to all melee attacks and spell-like effects based on any form of shadow magic or energy.

Spell List:

1st Level – commanding presence1, deadly nails2, shade’s sight1, shadow images1, tears of the mistress3, visages of the twilight path3

2nd Level –animate shadow1, ecstasy4, eye of the needle2, minor shadow conjuration1, veil of shadows3

3rd Level – dar’ tan’s shadow bolt1, minor shadow evocation1, shadow form of lyrand1, suggestion

4th Level – confusion, phantasmal lover4, shadow conjuration, shadow weapon1

5th Level – greater shadow conjuration, rie’s dance of seduction1, shadow evocation

Tears of the Mistress
Conjuration (Creation) [Force]
Level: Tear 1, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100ft. + 10ft./level)
Effect: Ray
Duration: 1 round/level or instantaneous (see text)
Saving Throw: None
Spell Resistance: Yes
You begin to weep tears of the darkest blood-red which can be used strike opponents as glistening bolts of energy. To strike your opponent, you must make a ranged touch attack. Each midnight red tinted bolt does 1d4 points of damage. For every three levels past 1st, you can project an additional bolt with a maximum of four bolts at 10th level. You can attack a single opponent a round with as many bolts as you desire up to your maximum. Regardless of the number of bolts directed at an opponent in a round, they are treated as a single attack. Any unused bolts will remain accessible to you as a partial action for the duration of the spell, even if you subsequently cast other spells. You will continue to weep tears of blood for the duration of the spell.
Material Component: Caster’s tears

Visages of the Twilight Path
Divination
Level: Tear 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
The colors in your irises pale, taking on the clarity of icy-water; while, your pupils constrict to form piercing voids of blackness granting you the ability to see the “Twilight Path.” As your eyes transform, the colors of the prime material fade into grayish charcoal-colored hues as nearby objects become blurred. In contrast, a narrow glossy-silver path of amorphous shape and texture appears in sharp focus at your feet and branches out in a multitude of directions before you. As you step forward the path disappears behind you. It is not possible to trace your steps backward. On the Twilight Path, moving forward is the only option. For the duration of the spell, you will be able to see all the “swans” that tread the Twilight Path in your field of vision – these are the only individuals besides yourself and other Tears that walk upon the silvery path. Other beings may cross the path, but their footsteps always seem to miss its surface. For the duration of the spell, you gain a +2 to hit bonus against all opponents attacking other individuals on the Twilight Path; however, you also suffer a -2 penalty to your attacks and AC against all other opponents.

Veil of Shadows
Illusion (Shadow)
Level: Tear 2, Sor/Wiz 3
Components: V, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1d6 rounds + 1 round/level (D)
You and your possessions are engulfed in a veil of flowing shadows. Although still very visible, your actual location is fluid and difficult to pinpoint. This altered state grants you one-half concealment (20% miss chnce) as well as a +10 modifier when attempting to escape a grapple. While this spell is in affect, nearby shadows tug at the edges of your garments elongating the fabric causing thin black strands of animated clothing to billow about as if blown in a light breeze. This phenomenon grants all individuals within sight of you a +5 modifier to their Spot checks to see you, even if you’re attempting to hide.
Focus: A veil, cloak, robe, or other garment large enough to cover your head and shoulders.

[Sidebar] The Shadow Mistress:
The veil of mystery that shrouds the angelic features of the Shadow Mistress, also known as the Sirine of Shades and the Maiden of the Twilight Path, is not easily breached. More fiction than fact is known of this porcelain beauty. Her origin is only guessed at. The more persistent stories weave tales of her being the offspring of a sirine and a shadow dragon, or a fallen-angel, a celestial that shielded a blasphemous heretic from righteous justice, earning herself exile for her efforts. Either tale is plausible, but with no support the stories are more folklore than fact. The one fact that is known of the Mistress is that she appears to striking young females that have survived great hardship through the sheer force of their own character. Offering these lonely isolated beauties access to astonishing abilities, the Mistress only requires the ladies to accept her embrace and walk the Twilight Path. All other tangible insights into the ambitions of the Mistress are only gleaned indirectly through the observation of the Tears she has embraced.

[Sidebar] Contacting the Tear:
Once a DM decides that he will allow the Tears of the Shadow Mistress prestige class in his campaign, he needs to determine how the character will be contacted by the Shadow Mistress. One interesting way to introduce the Shadow Mistress is to wait until the character meets all the requirements for the prestige class. Instead of allowing the character to become a first-level Tear, have the player continue adventuring with the character. When the character uses her Hide skill and makes an exceptional check (DC=30) during a challenging part of an adventure, have the Shadow Mistress appear to her. To the rest of the party it will appear as if the character has vanished into the shadows. When the character is released from the Mistress’s embrace after 1-6 rounds, the DM would immediately grant the character all the benefits of a first-level Tear, and the adventure would continue.

[SideBar] Shunning the Embrace:
Once embraced, a Tear can simply decide to stop walking the Twilight Path and leave the sisterhood. This act does not anger the Shadow Mistress. She treats this lapse as a short rest, a repose for her Tear to regain her strength before continuing her journeys. In truth, the Tear cannot just decide to leave the “Twilight Path.” Only the Mistress can cast a Tear from its silvery surface. A Tear that too frequently averts her eyes when a swan is in peril may incur the ire of the Mistress’s un-embrace. Once un-embraced, a fallen Tear will lose all special class abilities and spells. She will only retain her Sneak Attack abilities. To the Mistress, the character is now nothing more than one of the nameless masses – her fate is of no consequence and absolution is never given. Moreover, if a Tear ever begins to prey on the swans she is sworn to protect, the Mistress’s wrath is absolute and unyielding – the fallen lady is branded a jackal and hunted relentlessly by her former sisters.

[SideBar] Symbol of the Shadow Mistress:
During a Tear’s initial embrace, she is permanently marked with the pitch-black symbol of the Shadow Mistress. The symbol (see above) is about the size of the Tear’s clenched fist and is always found in the center of her lower back. Its meaning and purpose are hidden to the uninitiated. The black brand cannot be removed by non-magical means and even a wish spell will only cause the symbol to disappear until twilight of the next sunset. A few of the more expressive and confrontational members of the sisterhood have also begun to tattoo a stylized black or red tear just below their left eye. It is unknown if this is the start of a sub-sect of the Tears’ or just a sign of simple personal choice – like most aspects of the Tears and their mistress, time doesn’t always tell: but their actions do.

The text of this article is considered Open Game Content (OGC). “d20 System" and the "d20 System" logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 4.0. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast. All other content, not called out specifically, is copyright 2003 Craig A. Singsank. All rights reserved. The following items are hereby designated as Product Identity (PI) in accordance with Section 1(e) of the Open Game License (OGL), version 1.0a: Tears of the Shadow Mistress, Shadow Mistress, Tears, Siren of Shades, Maiden of the Twilight Path, Twilight Path, Visages of the Twilight Path, Veil of Shadows, Tears of the Mistress, Sitrini, Shadow’s Child, Shadow Familiar, Shadowy Seductress, Seduction’s Shield, Seduction’s Sting, Chasing Shadows, Shadow’s Embrace, the Shadow Familiar Template, Shared Shadows, Shadow Touched, Shadow Sight, the Shadow Mistress logo, and any and all references to storylines and plots. The above PI is not Open Game Content (OGC). Subject to the PI statement above, the following is designated OGC for purposes of conveying game mechanics and can be used with limited license by the author of this work: all spell names and descriptions, all class abilities and descriptions, and the entirety of the Shadow Familiar Template. Any publication making use of these PI elements must provide legal notice that 1) the materials are reserved as PI, not OGC, and 2) content is copyright 2003 Craig A. Singsank, all rights reserved. A copy of the OGL license can be found at www.wizards.com/d20.

1 This spell is from Sword & Sorcery Studios’ core rulebook “Relics & Rituals” and is used with permission. This spell is considered PI, not OGC, and is copyright 2001, Clark Peterson, all rights reserved.

2 This spell is from The Brood’s work “Crimson Contracts – The Assassin’s Manifesto” and is used with permission. This spell is considered PI, not OGC, and is copyright 2001-2002 Ambient Inc., all rights reserved.

3 This spell is new to this work and conforms to the OGL and can be used with limited license based on the statements found above.

4 This spell is from Green Ronin’s work “Armies of the Abyss” and is used with permission. This spell is considered PI, not OGC, and is copyright 2002 Green Ronin Publishing; Authors, Erik Mona & Chris Pramas, all rights reserved.

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That's it. Thanks for the help.

- Minaret
 

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Hello Minaret,
I´m very busy, so I have not the time for really complex review:(
I will drop in my comments.

Minaret said:

The Tear is more of a guide and intermittent sentinel than a fulltime bodyguard. Just as many swans are unaware of the Tears intervention as they are aware. Many swans that meet their Tear benefactors receive guidance and instruction for a limited period, but the Tear always moves-on leaving the swan to find her own way.
This sounds very good to me.


I changed the “Cloak of Shadows” spell to give the Tear better defense against being grappled and dropped the “Hide in Plain Sight” benefit. The spell now provides a concealment bonus.
I will take a closer look at that.:)


Spells: I added “Darkness” to the “Light and Fire” descriptors that result in potential spell casting failures for the Tear.
Why Darkness ? Is Shadow not equal darkness ? The first time I read the PrC I was surprised to see that the spells "Darkness" or "Deeper Darkness" are not spells for the Tear.


Seduction’s Shield: I dropped the +1 base bonus, but kept it mostly unchanged. This ability is very similar to Crimson’s Contracts’ “Armor of the Flesh” class ability.
I don´t have this book....


The main reason I’m keeping it is experience. I’ve been playing a character that conforms to the PrC and she has a tendency to get taken out to easily in melee after she attempts her Sneak Attack. The character, Minaret (what else would I name her), does employ Mage Armor and ring of protection, but her low number of hit points relative to her opponents and moderate AC cause her to get “slapped around” when a fighter or monster gets its turn to hit her. In short, with d20 combat focused creatures now getting a ton of bonuses to hit and deal out damage the extra AC bonus is a lifesaver.
It depends how you see and play a rogue. It also depends on several other factors like the other player characters, the GM, the adventures, etc. I have not the time to discuss this today.
Perhaps on another day, if you really want this.


Shadow’s Embrace: While in the embrace the Tear is shielded by the Mistress herself hiding the Tear from the creatures of the plane of shadows.
A logical explanation. So the Tear gets a Hide check based on the skill of the Mistress. She gains this check only when using Shadow´s Embrace, not when she planeshifted to the plane of shadows by a planeshift spell or something like that. Other Gods or Goddesses have a chance to detect a hiding Tear.


Tears of the Mistress: True, this spell is a weak version of the Magic Missile (less damage, lower range, and no automatic hit), but it has one advantage: it’s a ray. It allows the Tear to combine a Sneak Attack with the lower damage of the spell.
This spell looks ok to me. If arcane spellcasting is not a requirement for this PrC, a Tear will certainly not have the Magic Missile spell. If she has an arcane spellcasting class, she can choose (Magic Missile or Tear of the Mistress).


I’ve also purposely left the details of the Shadow Mistress a bit of a mystery as the moment. It has the dual purpose of creating a bit of intrigue while allowing me time to further develop her history. If you pushed me for an answer, I would say she has power relative to a quasi-deity.
It is ok. I do not press you. I was only interested.


I’ve also added the requirement that the PrC have a +1 Chr modifier. I’ve added and removed this requirement so many times I can’t count. Since Chr is so central to the PrC from both a ROLE-playing and ROLL-playing standpoint, I put it back in. However, I am open to being swayed back into removing the requirement. Basically, I haven’t come up with or heard a good-enough argument to go one-way or the other. Thoughts?
A +1 Cha as requirement sounds good to me. Many Tears will certainly increase their Charisma because they cast spells based on Cha.


I hope to post a fully revised version of the PrC by the end of the weekend (for us in the US it is one of our rare three day weekends so I technically have until Monday night).
:) I hope you enjoyed your long weeekend.

Just my 2 cents
yennico
 

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