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

Hello Minaret,
Minaret said:
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. :)
ooh, then I must post my comments immediately :) Because of lack of time this will be only a short review.


Sitrini ...

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.
This sounds good.


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.
Here I would add a descriptive text like "The Mistress communicate to her Tears by visions and dreams. To see the world like the Mistress sees it, the Tear must use their Visages spell." I would drop the Augury Element in the Tear Shadow´s Child ability. If the GM wants that the PrC recieves a vision, the PrC will recieve a vison. There is no need to desrcibe this in an ability.


The vast majority of Tears are dual-classed rogues and sorceresses, although some Tears have additional training as bards, fighters, and even rangers.
A slight mistake:)
You should write: The vast majority of Tears are rogues, although some Tears have additional training as bards, sorceresses, fighters, and even rangers.

You dropped the requirement of being an arcane spellcaster, so ther is no need for a rogue who want to qualify for this PRC to take an arcane spellcasting class. If the player of the rogue (and later Tear) wants to boost his Will save and get rid of some use magic device skill checks he will take a level Sorcerer, even if it is not required for the PrC.

The requirements are ok. The skill selection and skill points look also ok.


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).
You should add:
Spells: A Tear can cast spells like an sorcerer, if she has sufficient Charisma to cast the spell.

My comment: Because of the +1 Cha requirement for the PrC a Tear can at least cast first and second level spells.



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.
So a Drow can at 10th level never use his special ability darkness 1x/ day or a Half-Fiend Darkness 3x/day ? Why are you barring darkness ? Light and Fire is ok, but why darkness. Darkness is the absence of light. A Shadow is not the absence of light, it can only exist in places where at least some light is present.


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.
You should drop this part because there is no more requirement of being an arcane spellcaster for qualifing as Tear PrC.


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.
This is ok.


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.
Drop this part and add this to the descriptive text.


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.
This sounds good except: "For every even level the Tear gains in the prestige class, the familiar receives a +1 to its Intelligence and AC. "
Why not give the familiar exact the same abilites, progession of Int and AC as a normal familiar ?


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.
This two abilites sound good. The DC of the emotion spell ? If Emotion is on the Tear´s spell list, this ability is only one additional spell slot.


Seduction’s Sting: ....
I have no opinion to this ability because I do not know all rules necessary to this ability, but to me it sounds 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 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.
A rogue of that level is nearly never flat-footed. :) This ability is better that the older Chasing Shadows ability. It look more balanced to me, but you know my opinion to this ability:)


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.
Why based on Knowledge (Philosophy) ?
If you want the player to take ranks in Knowledge (Philosophy) , then make as a requirement for the PrC: some ranks in Knowledge (Philosphy) (perhaps 2, this is a cross class skill for rogues, so it costs 2 points per rank:) )
Because of the restriction to maximum 6d4, which I like, a calculating player perhaps will take only 6 ranks Knowledge (Philosophy), because more ranks will not increase the healing.

Why based on ranks ?
IIRC most special abilities are based on attribute bonus.
One reason for this can be, that ranks of a skill can increased at high levels to high numbers. Attributes bonus seldom excedes + 8.
Why not based on Wis because of healing or clerical spells or if you like a higher attribute bonus on Cha bonus (IIRC like a paladin´s lay on hands) (maximum also 6d4)


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.
You have not defined Shadow Magic yet.


Spell List:
The spell list looks a little bit better. I miss several useful spells.
e.g. Level 2: Shadow´s Grace aka Cat´s Grace or Level 3 Displacement If you like you also can add Shadow´s Inner Strength aka Endurance and Invisbiilty (both Level 2) to the list..
This addtion to the spell list would be a big improvement to the PrC.

I do not know every spell in the spell list, so I can only guess the practical use of some spells. I do not know in which World you play (FR, Greyhawk, Scarred Lands, etc.) I assume that you are playing ina world similar to the WtoC worlds. You should be very cautious with spells from othe ressources. I would replace all the spells from Ritual & Relicts (because they imbalance the world if you are not playing in Scarred Lands). The world of Scarred Lands is also more powerful than FR oder Greyhawk (I remember a dragon who had a breath with the function of the spell Mordenkain´s Disjunction :((( ).
Choose spells you like und unname them if you want e.g. gasous form shadow form, Mirror Images Shadow Images but the spell act like the PHB spell)

Now a explanation; why Ritual & Relicts spells are more poerfull than PHB spells.
Commanding Presence (the Charisma Boost +1D4) is normally a second level spell like Bull Strength, Cat´s Grace. IIRC in WotC books the spell is named Eagle Splendor (T&B or FR) . You can not lower the spell because every party member will want that the Tear cast this spell because it uses only a first level slot instead of second level slots of wizards or sorcerers.

Shade´s sight: This is a very powerful spell. I as a GM would not allow this spell as a first level spell. Probablly I would change this spell to at least as fourth level or higher.

Shadow Images (also a Ritual and Relicts spell, Scarred Lands) is also normally second level spell for Wiz and Sor. This spell is a better version of Mirror image (PHB). So if the GM allows this spell ( I would not allow this spell as second level spell, this spell has to be at least !! third level because this spell is better than mirror image.) you should discuss this spell with your DM.

Shadow Form of Lyrand: A powerful version of Gaseous form, so if I ever allow this spell IMC at least level 4.

Shadow Weapon, normally a 5th level spell, IMC I would never allow this spell.

Dar´tans Shadowbolt: Oh a Lightning Bolt with implanted delay. (At least level 4, but certainly higher, if the GM allows that spell.) You can cast this spell before the fight and later you choose your round when you want to throw the bolt, this is a very great advantage.

The shadow evocation spells can be used to mimic fire based spells.... :) The shadow evocation and conjuration spells are very universal spells. you could use them to imitate nearly every spell :)

With this spell list, the Tear is a good mage who can do a lot damage.

You should think about which spells a Tear really needs. You must decide if she really does needs so many damage spells (a bard normally do not get damage spells ) or if she is a seducer, charmer, then she needs enchantment spells.... like charm person (perhaps named eyes of the night :) ), hold person, etc.
Where do a Tear fight against Jackals ? In the city ? in the wilderness ? If she often fights in the cities or buildings because the most swans live in cities, enchantments spells are better than evocation damage spells. Who wants to pay the repair ? :)


Tears of the Mistress
...
Visages of the Twilight Path
...
Sounds ok.


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)
A Blur spell with reduced duration.


as well as a +10 modifier when attempting to escape a grapple.
The +10 modifier ist ok. The entire spell sounds good, but I have one problem: Why should this spell grant a bonus on escape artists checks. Is the shadow "cloak" greasy, oily or something like that so the grapple would become more difficult ? I would say: If an opponent tries to grapple the Tear while this spell is in effect on thenTear, the "cloak" grants because of a kind of displacement an one time bonus of +10 to an escape artist check to avoid a grapple. This bonus does not apply on escape artist checks when being in a grapple. If the +10 bonus is granted on every escape artist check a Tear can not be grappled, because rogues should have many ranks in escape artist This will be a bit too powerful. I do not know if rogues really need this effect. Rogue should stay in motion while in combat (because of Mobilty) and avoid any grapple. If they are grappled the have a high Dex and at least several ranks in escape artist. This spell is very useful to sorcerers and wizards who do not have ranks in escape artist.


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.
You take a Blur spell, reduced the duration, added two bonus (one to Escape artist and one to hide) and finally increased the spell level.
1. A Displacement spell (Level 3) grants you 50% miss chance with a shorter duration.
2. Do a rogue really need a boost for his escape artist skill ? A boost is always good, but is this really necessary ? I know a rogue/sorcerer has no high int, so he has not enough skill points for every necessary skill, but trust me even with an int of 18 you do not have enough skil points for all necessary skills. You always have to make choices. Is it a good choice not to increase the escape artist skill and get free ranks by a spell or create a spell which grants free ranks ?
3. If this spell is used in a non combat situation: Do a rogue really needs two skill foci (+5) on his Hide skill ?

Image, tables:
Comparisons:
Base is al Level 5 Rogue who has the requirements for the PrC
Look at her ten levels later:
if she chooses
10 Levels Rogue
A Level 10 Rogue has a BAB of 7/2, Saves 3/7/3, SA +5D6, uncanny dodge (can not be flanked), one Special ability

and ends as
A level 15 Rogue has a BAB of 11/6/1, Saves 5/9/5, SA +8D6 thrice uncanny dodge features (can not be flanked and twice plus vs. traps) two special abilities

if she chooses 10 Level Sorcerer he gains
A Level 10 Sorcerer has a BAB of 5, Saves 3/3/7, Summon familar, Spells 6/6/6/6/5/3 known 9/5/4/3/2/1 Access to level 5 spells

in Contrast
A level 15 Sorcerer has a BAB of 7/2, Saves 5/5/9, Summon familiar, Spells 6/6/6/6/6/6/6/6/6/4 known 9/5/5/4/4/4/3/2, access to Level 7 spells

if she chooses 10 level Bard, she gains
A Level 10 Bard has a BAB of 7/2, Saves 3/7/7, Bardic Music, Spells 3/3/3/2/0, known 6/4/4/4/2 Access to level 4 spells

in Contrast
A level 15 Bard has a BAB 11/6/1, Saves 5/9/9 Bardic Music, Spells 4/4/3/3/3/2 known 6/4/4/4/4/3, Access to level 5 Spells

If she chooses 10 Level Tear PrC
A Level 10 Tear has a BAB 7/2 Saves 3/7/7 several abilities SA + 5D6 Spells 0/3/3/3/2/1, known 0/4/3/3/2/2 Access to level 5 spells.

Tear vs. Rogue
So a Tear Level 10 has the same SA as a rogue. She trades skill points, uncanny dodge (can not be flanked), one Special ability for her spell casting abilities and several special abilities . A very big win for the Tear :)

Tear vs. Bard
So a Tear Level 10 has the Saves and BAB as a Bard, but access to higher level spells as a 10 level bard (Level 5 vs. 4) and access to spells which do damage, similar amount of spells to cast and known, the Tear has attack and damage spells (shadow bolt, shadow evocation, etc.), a bard mostly enchantments.
The spell list of a Tear is limited, but with more powerful version of PHB spells. Shadow evocation and Shadow conjuration are big advantages. She also gains as bonus feats for free: summon familar and improved familiar. This all she gains in adition to her Special Abilities and the Sneak attack. With shadow evocation the Tear can immitate most evocation spells except the spells light and fire descriptor. So she cast evocation spells which inflict damage with cold, acid or sonic descriptor. Most Monster already have a resistance fire. She trades Bardic Music for all the new and better abilities. So a very, very big win for the Tear :)

I like the many of reduced special abilities of the PrC, but I would at least drop two bonus of Sneak Attack and limit the spell access to max. level 4 spells. The amount of spells in the spell list is IMHO ok, but I would revise the spell list. Perhaps you can use as spell progression table, the table of the Vigilante (Song & Silence).
I do not really know how to change the advantage/disadvantage Rog5/tear10 vs Rog5/bard10.

The Level 1 Tear has to many advantages (darkvision 2 bonus feats and sneak attack). Do not switch Seductions shield and Improved Familiar.

A problem I have´not thought yet is the improved familiar feat.
The animal which can be gained as a familiar by the improved familiar feat is tied to the spellcaster level (not the entire character level). The caster level of a Tear1 is 1, so she does not really get an improved familiar (she will get a normal familiar). The minimal level for an improved familiar is spellcaster level 3. So switch Improved Familiar to level 3 and drop the sneak attack there.

Perhaps one solution can be this: This is only a rough draft:)
You add again:) as a requirement: The ability to cast arcane spells spontanous.
This means 1 Level Sorcerer or 2 Level Bard are required.
If you do not want that Tears gets the Summon Familiar feat for free, make this feat as a requirement, so only Sor level 2 and Bards Level 2 with this feat can enter this PrC.
BAB and Saves, special abilities unchanged
Every even Level of the PrC the Tear gains a +1 level to existing spellcasting class, so a Level 10 Tear has + 5 Level Spell casting (either bard or sorcerer) so the Rog5/Sor1/Tear10 is effectively a Sor6 with access to level 3 spells, The Rog5/Bard2/Tear10 is effectively a Bard 7 with access to level 3 spells. Then there are no special Tears spells.
The Sneak Attack +1D6 at level 1, 5 and 9

I do not know which style of PrC you prefer: The PrCs of the DMG or the PrCs of the additional books like T&B, S&S, etc.

Just my 2 cents
yennico
 

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Yennico,

Thanks again for all the great editorial comments. I'm trying to steal a little time here-and-there to post an update. I've broken down the TotSM and compared it to the "Arcane Trickster" (Splat book TaB) and the "The Shadow Adept" (FR Camp Setting). With the next update (hopefully Friday), both of these PrCs will probably be more powerful than the TotSM. I took most of your advice :)

The one question you've had that I don't believe I replied to directly has been the exclusion of both "light" and "darkness" spells. Part of the explanation can be found in the flavor text of the document:

"Traversing the perpetual grey twilight between darkness and light has cultivated a philosophy of pragmatic individualism within all the Tears..."

Basically, I'm trying to develop a PrC whose role is to walk the thin line that separates light/stifling conformity and darkness/marauding anarchy.

For the Shadow Mistress, true freedom and expression can be found in the well-spring of the endless shades of gray. The duality of black vs. white is too limiting for the Sirine of shades.


- Minaret
 

Minaret said:
Yennico,

Thanks again for all the great editorial comments. I'm trying to steal a little time here-and-there to post an update. I've broken down the TotSM and compared it to the "Arcane Trickster" (Splat book TaB) and the "The Shadow Adept" (FR Camp Setting). With the next update (hopefully Friday), both of these PrCs will probably be more powerful than the TotSM. I took most of your advice :)
Thanks:)

Three Tips
1. You can build any PrC, powerful or not, but your GM has always the last word.
2. You and later your GM must decide how powerful/weak your PrC compared to offical PrCs should be. Many of the PrC in the splat books are (too) powerful compared to the base classes.
3. Compare your PrC with with the PrCs which the other player characters will take. If your PrC is too weak and the PrC of the other players too powerful you will have no fun or if other way round the other player will have no fun.

just my 2 cents
yennico
 

Do NOT compare a Tears PrC to a Bard.

2 reasons:
1) The Tears is a PrC, not a core class.
2) The Bard is disliked by a vast majority of players, and is considered one of the weakest core classes.

Don't make the mistake that many PrC-critics do, of using the Bard to compare power levels of PrC's.

I like the PrC.
But then again, I like all PrC's that are martial-based CHA-centered classes.
I have a Fan Dancer PrC/core class that is somewhat similar in power and difficulty of comparing it to.
 

reapersaurus said:
Do NOT compare a Tears PrC to a Bard.

2 reasons:
1) The Tears is a PrC, not a core class.
2) The Bard is disliked by a vast majority of players, and is considered one of the weakest core classes.

Don't make the mistake that many PrC-critics do, of using the Bard to compare power levels of PrC's.

I like the PrC.
But then again, I like all PrC's that are martial-based CHA-centered classes.
I have a Fan Dancer PrC/core class that is somewhat similar in power and difficulty of comparing it to.

Evening Reapersaurus,

You're the first new voice willing to plow through this rather long thread.

The reason I've decided to compare the TotSM with the Arcane T. and the Shadow Adept is that these two PrCs are similar to the Tear PrC and they reflect the mid to higher-end of the power-scale of my gaming group. In other words my DM would allow the Arcane Trickster without a second-thought, but I’d have to do some talking (and revising) in order to play the Shadow Adept.

I also agree that the Bard in 3e is probably the weakest core character. I’ve never actually seen anyone play one. However, I have seen Monte Cook’s bard from the BoEM3 in action and they aren’t half bad.

I’m not sure where the idea for the PrC came from. I tend to picture the Tears as a combination of “Laura Croft from Tomb Raider, La Femme Nikita (TV series), Aeon Flux (MTV cartoon), and Carrie-Anne Moss from Matrix.”

Well, I’m ready to upload “version 13” of the PrC. This will be the final draft for a little while. I need to run it by my DM and get his okay before we play next. After I play-test it for a little while, some necessary tweaks may appear. Thanks.

- Minaret
 

[Here it is version "13" :)]

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 first 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. She 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 her legs, 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 path, its surface was fluid like mercury churning through endless shades gray as 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 gray 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 the pursuits of her new role.

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. For a Tear, 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. The Mistress provides instruction through visions and dreams. And she is just as likely to send her Tears to strike the tyrannical leader of a sinister cabal as she is to disrupt a pompous preacher’s dogmatically harsh teachings. Although devoted to her chosen path, 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 gray 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. The well-spring for a Tears’ fluid and formless belief system can be found in the endless shades of gray presented to her each time she strides the Twilight Path.

A Tear’s principal goal is to assist the swans she encounters in making their way along this 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 will find themselves hunted relentlessly. In the end, to attack a beautiful swan is to chance a twilight 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, summon familiar, 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).

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 visions and dreams her Mistress sends. It is the insight and wisdom gained from such reflection 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 and learns 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. 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. Third, at 1st, 6th, and 10th level, the Tear may permanently replace one known spell, from a previously obtained spell-casting class, that contains a “Light, Fire, or Darkness” descriptor with another spell of her choice, based on the restrictions of that class. Spells which possess an implied connection with one of the descriptors (i.e., color spray, dancing lights, glitterdust, etc.) may also be substituted at the DM’s discretion. Last, this ability creates an intimate union between the Tear and her Mistress. At the DM’s discretion, the Tear receives visions and dreams from the Mistress. These images always relate to either the Tear’s role of walking the Twilight Path or the swans she is devoted to defending.

Improved Familiar (Shadow): The Tears’ familiar transforms into an ebon-hued raven composed partially of shadow-stuff gaining it the “Shadow” template from the Manual of the Planes (p190). In all other ways the shadow familiar conforms to the regular “improved familiar” based on the feat of the same name.

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 held. This power can not be used on most creatures that are immune to mind-influencing effects (e.g., constructs, oozes, plants, and undead).

Shades of Gray: The Tears’ mercurial approach to life and porous belief system have gained her the ability to rapidly acquire and discard certain types of knowledge. Once per day the Tear may decide to “discard” up to four spell levels of her known prestige class spells and replace them with an equal number of spells of the same levels. For example, a 6th level Tear could discard two 1st level spells and one 2nd level spell; replacing them with two alternative 1st levels spells and one 2nd level spell. The only spell that cannot be discarded is visages of the twilight path.

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 (spells and special abilities are excluded). When a Tear is struck in combat and would be reduced to 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 Charisma modifier, 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 spells from the “Illusion (Shadow)” school of magic.

Spell List:

1st Level – deadly nails1, sitrini’s swirling shadows2, sitrini’s shadow spray2, shadow mask, shadowy seductress2, raven’s strike2, visages of the twilight path2

2nd Level – minor shadow conjuration3, shadow images3, suggestion, tears of the mistress2, veil of shadows2

3rd Level – shadow way2, emotion, ecstasy4, keen edge,

4th Level – phantasmal lover4, shadow conjuration, shadow well

Raven’s Strike:
Raven’s strike is identical to the spell named “true strike.”

Shadow Way:
Shadow way is identical to the spell named “dark way.”

Shadowy Seductress:
Shadowy seductress is identical to the spell named “charm person.”

Sitrini’s Shadow Spray
Sitrini’s shadow spray is identical to the spell named “color spray” except the “vivid cone of intertwined, clashing colors” is replaced with a cone shaped cascading mosaic of multi-hued shadows.

Sitrini’s Swirling Shadows:
Sitrini’s swirling shadows is identical to the spell named “obscuring mist” except the “misty vapor” is replaced with an irregular-sphere of swirling ribbon like shadows. This spell is unaffected by gusts of wind or fire-based spells, but a light spell cast within the sphere will disperse the shadows in one minute and a daylight spell cast within the sphere will dispel the shadows in one round.

Tears of the Mistress
Conjuration (Creation) [Force]
Level: Tear 2, Sor/Wiz 3
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: See below
Spell Resistance: Yes
You begin to weep tears of the darkest red blood 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, no save. 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. When a target is hit, it must make a Will save or be dazed for a number of rounds equal to the number of bolts that hit it. Humanoids of 5 or more HD are immune to the dazing effect of the spell. 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 as long as the spell is active.
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 drab charcoal-colored hues as distant objects become blurred. In contrast, a narrow silvery-gray 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, other Tears, and the Mistress that walk upon the silvery-gray path. Other beings may cross the path, but their footsteps always seem to miss its surface. For the duration of the spell, you receive 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 chance). The spell also shifts you ever so slightly in and out of the plane of shadows, making it difficult for opponents to restrain you. This shifting grants you a +10 modifier when attempting to escape grapples or other physical bonds that hold you. 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 makes you highly noticeable. All individuals within line of sight are granted a +5 modifier to their Spot checks to detect you, even if you’re attempting to hide in the shadows.
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 aiding swans on the Twilight Path, for a time. 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-gray surface. However, 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 twilight. 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. The following items are copyright 2003 Craig A. Singsank and 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, Sitrini’s Swirling Shadows, Sitrini’s Shadow Spray, Shadowy Seductress, Raven’s Strike, Visages of the Twilight Path, Veil of Shadows, Tears of the Mistress, Sitrini, Shadow’s Child, Seduction’s Shield, Shades of Gray, Chasing Shadows, Shadow’s Embrace, 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 and all class abilities and descriptions. 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 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.

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 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.

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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I promise this it the last revision for sometime (unless someone finds a glaring error). :)

- Minaret
 

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Hello Minaret,
your PrC looks really good. I really like it.
Minaret said:

Requirements:
Special: Sneak attack +3d6, +1 Charisma modifier, summon familiar, female, and prior contact with the Shadow Mistress.
I know you are playing a rog/sor.
Summon Familiar:
To meet the requirements of the Tear you need either 2 level Sor, or 1 level wizard Wizard or 1 level Bard with taking the feat Summon familiar.
So the character who qualifies for this PrC has already a spellcaster level of 1 (Wizard and Bard) or 2 (Sorc).
The PrC gains spells as a new spell casting class, so a Tear has two caster levels (Bard or Sorc vs. Tear) The caster level of a Rog6/Sor4/Tear10 is either 4 (Sor) or 10 (Tear).

You have two options:
the simple one :)
Drop the requirement for the PrC: summon familiar and give the Tear PrC this feat at first level as bonus feat.
Then your PC who has one Level Sor, has taken the level Sor for nothing.....

or the other: )
Drop the table spell per day and spells known and add at several levels +1 level existing spellcasting class. Not at every level, but I do not know how much +1 level existing spellcasting class you should add.
e.g. If you add +1 level existing spellcasting class at every even level a rog6/sor2/Tear10 can cast spells like a 7th level sorcereress (so she has no access to level 4 spells).
So the rog/sor can gain some Sorcerer levels or a bard some bard levels.
With this version the Tear PrC can cast more spells as with your spells per day table.


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.
To meet requirements of the PrC the Tear must have two level sor or one level bard.
A Sor 2 can cast 6/4 spells without any bonus spells
A Tear gains also bonus spells based on Charisma. So a Sor or Bard/Tear gains twice bonus spells on charisma.
Assuming a Cha of 20 (with some magic item) a Rog6/Sor2/Tear10 can cast 6+2+4+2 = 14 Level 1 spells....
I would drop this ability.


Shadow’s Child: Third, at 1st, 6th, and 10th level, the Tear may permanently replace one known spell, from a previously obtained spell-casting class, that contains a “Light, Fire, or Darkness” descriptor with another spell of her choice, based on the restrictions of that class. Spells which possess an implied connection with one of the descriptors (i.e., color spray, dancing lights, glitterdust, etc.) may also be substituted at the DM’s discretion.
How many spells with a “Light, Fire, or Darkness” descriptor do you think a Tear have ?
Assuming two spell casting levels as Sorceress or Bard has max. 7 known spells (Level 0 and 1).
I do not know if this is an official rule but my DM allowed that a sorcerer can forget a known spell for some XP costs. I do not know how much this cost was, but I can ask my DM. If this rule is offical you need not describe the rule in the PrC
I would drop this part of the ability. Shadow´s child is still powerful enough without this feature.


Improved Familiar (Shadow):
I would swap the places of Improved Familiar and Sneak Attack +1D6. This will be necessary if you use the "simple option" described above (then the Tear has the needed spellcaster level 3)


Shades of Gray: The Tears’ mercurial approach to life and porous belief system have gained her the ability to rapidly acquire and discard certain types of knowledge. Once per day the Tear may decide to “discard” up to four spell levels of her known prestige class spells and replace them with an equal number of spells of the same levels. For example, a 6th level Tear could discard two 1st level spells and one 2nd level spell; replacing them with two alternative 1st levels spells and one 2nd level spell. The only spell that cannot be discarded is visages of the twilight path.
1. You bring new untested abilities and think they will not change the balance ?
2. This ability is crap. The Tear cast spells like a Sorcerer or Bard. Spontaneous!!!! They do not have to prepare their spells like Wizards. So this ability is not useful to them. I recommend to drop this ability. :)


shadow mask
Shadow Mask is a Wiz&Sor2 spell. You can not lower the level of the spell. I wrote an explanation about that in a previous post.


shadow well
...
Shadow Way:
Shadow way is identical to the spell named “dark way.”
Shadow Well and Dark Way. Where are these spells from ?

I like your spell descriptions of the renamed spells.

Image:
Where did you get the tables: spells per day and spells known from ? They look really good.
Assuming you change the requirement of the PrC to the "simple option" (or changing to the "other option") I would say your PrC is very balanced. The PrC is not powerful and has flavor. I really like it. The PrC is not as powerful as the Arcane Trickster or other PrC from other splat books.
Perhaps I will play test this PrC as NPC in one of my campaigns. :)



I promise this it the last revision for sometime (unless someone finds a glaring error). :)
:)

Just my 2 cents
yennico
 

yennico said:
Hello Minaret,
your PrC looks really good. I really like it.

Okay we'll just call this quick fix Version13a. :)

It was late, I was tired.... but I should have known I was messing with fire when I dropped in "Shades of Gray." Bad idea, it's gone (actually I used it to rename "color spray") and Seduction's Sting is back. :)

I’m having trouble finding the requirement that a sorceress needs to be second level to gain a familiar and third level to obtain the feat “improved familiar.” In the PHB, a sorceress gets “summon familiar” at first level and in TaB, the only prerequisite for the “improved familiar” feat is the ability to obtain a new familiar. I guess I’m confused.

Shadow’s Child, I dropped the “swapping” to a one-time, one-spell bonus. This seems like a fair trade for the loss of “darkvision” (I dropped darkvision because it took away from the “twilight” theme). The Tear will just have to get creative when working in complete darkness.

“Shadow Well” and “Dark Way” are both from Magic of Faerun (FR).

I changed “Shadow Mask” to a Tear1 spell because it didn’t seem useful enough to a Tear to fill a second-level slot. However, I liked the save bonus it gave against “light” and “darkness” spells. Since this is the Mistress’s main sphere of influence, she was able to “lower the hurdle” for her Tears to gain access earlier than most other spell casters. :)

I did move Improved Familiar up to third-level and brought SA+1d6 back to second. Waiting until fourth level to receive the first Sneak Attack bonus seemed a little long.

The spell tables are a confection of several of the core tables. I'm not really sure which I used. For as much as I've tweaked them, my guess is I used all the tables in one way or other. :)

Here’s how I fixed the whole spell casting and bonus spell issue:

“… When determining a Tear’s effective caster level, add any of the character’s sorceress levels to her level as a Tear. For example, a character with two levels of sorceress and one as a Tear would be considered a third-level spell caster. However, the character’s Charisma based spell bonus is only granted once and may be allocated between the two classes in whatever manner the player desires.”

Thanks again.

- Minaret
 

Hello Minaret
Minaret said:


Okay we'll just call this quick fix Version13a. :)
:)


I’m having trouble finding the requirement that a sorceress needs to be second level to gain a familiar and third level to obtain the feat “improved familiar.” In the PHB, a sorceress gets “summon familiar” at first level and in TaB, the only prerequisite for the “improved familiar” feat is the ability to obtain a new familiar. I guess I’m confused.
oops my fault. I thought a sorcerer got summon familiar at second level. :) So you really need only one level sorc.
Caster level and Improved Familiar: you are right the only presequite for improved familiar is summon familiar, but each availabe improved familiar has a required arcane spell caster level. Look at the tables T&B p 40 & 41.
Arcane spellcaster level 3 is the lowest available spellcaster level for several improved familiars (e.g. celestial hawk.) The Tear´s familiar is a normal animal with the shadow template so this familiar is more powerful as a normal familiar. I think arcane spellcaster level 3 is ok for this feat.




Shadow’s Child, I dropped the “swapping” to a one-time, one-spell bonus. This seems like a fair trade for the loss of “darkvision” (I dropped darkvision because it took away from the “twilight” theme). The Tear will just have to get creative when working in complete darkness.
One-Time one-spell bonus means one extra spell slot to cast ? At which level ?


“Shadow Well” and “Dark Way” are both from Magic of Faerun (FR).
Thanks. Dark Way is a cleric spell, but I think it is ok to add this spell to the Tear´s spell list.


I changed “Shadow Mask” to a Tear1 spell because it didn’t seem useful enough to a Tear to fill a second-level slot. However, I liked the save bonus it gave against “light” and “darkness” spells. Since this is the Mistress’s main sphere of influence, she was able to “lower the hurdle” for her Tears to gain access earlier than most other spell casters. :)
A good point. I overlooked an important point in the spell: Range Personal. This will limit the use.
If your DM allows it this is ok for your campaign. Your DM has the final word.


I did move Improved Familiar up to third-level and brought SA+1d6 back to second. Waiting until fourth level to receive the first Sneak Attack bonus seemed a little long.
I totally agree with you.


Here’s how I fixed the whole spell casting and bonus spell issue:

“… When determining a Tear’s effective caster level, add any of the character’s sorceress levels to her level as a Tear. For example, a character with two levels of sorceress and one as a Tear would be considered a third-level spell caster.
This does not really convince me. It sounds like something broken, not a normal rule. No other PrC does add for the totakl effective caster level add two different spellcasting classes.


However, the character’s Charisma based spell bonus is only granted once and may be allocated between the two classes in whatever manner the player desires.”
That is not a good idea. A Rog6/Sor4/Tear10 has if I use your suggestion above an effective caster level of 14. She can cast as Sorc4 6/6/3 or as Tear10 0/3/3/2/2 spells without any bonus spells.
If the Tear has Charisma 20 (more likely a higher score at that level) she gains 0/2/1/1/1/1 bonus spells.
The fifth level bonus spell is useless because the Tear10 or the Sor4 can not cast 5th level spells The bonus spells for level 3 and 4 are only useful for the Tear10 because the Sor4 can not cast level 3 and 4 spells.
So you can only decided where you add your 1 and 2 level bonus spells.
I do not like this (spell caster level and bonus spells) game mechanic. I would keep the PrC simple, not adding more complex rules. I would favor one of my two suggestions (easy option or the other option) :) These version will use the same game mechanics each other PrC also use.
I would recommmend the easy option...

Do not be too disapointed that your PC has one level sor.
It is only one level but you gained several advantages:
- +2 to will save,
- you can cast spontaneous spells based on Cha. The right spells in level 0 and 1 are really useful (my favorites are (I have only the SRD handy): ghost sound, detect magic, prestigitation, mage hand, mage armor, shield, true strike, unseen servant, change self, reduce, animate rope, spider climb, etc. You see I find several spell from level 0 and 1 usefull this one reason why I always play as spellcasting class a wizard :) I do not want to miss the good spells :)
- you can use some magic items without UMD check
- for casting an arcane scroll with a spell which the Tear does not gain your UMD check is easier because the sorcerer will have this spell on his possible spell list.
- you gain 0 level spells
- the Tear has a very limited spell list.

Oops I´ve seen that the Tear does not have concentration as class skill. I would add this important skill to the class skill list.
Youalso should add Craft (any) and Profession (any) to the class skill lists, nearly every PrC has them as class skills.
For my personal taste :) I would also add Spellcraft and perhaps Knowledge (Arcana) to the class skills (each spellcaster needs this skills :)).

Chasing Shadows: I have seen in the PHB a similar ability, one of the rogues special abilities called Defensive roll. Perhaps you can use this game mechanic ?

Just my 2 cents
yennico

P.S. If I have time in my Campaign and you allow it I would playtest this PrC as NPC.
IMC this PrC would have some little changes:
- no requirement of sorcerer level. (Perhaps if I want a really tough NPC I would gave the NPC one level sor because of the bonus of this one level :)
- Caster level of a Tear is level of the tear
- no bonus spell slot by shadow´s child ability
- spell list modified: spells from books I do not own (Crimson Contracts – The Assassin’s Manifesto” and Green Ronin’s work “Armies of the Abyss” ) to spells from books I own:) I will replace the spells with similar spells.

Edit: the Defensive roll ability of the rogue found.
 
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I dropped the whole “swapping” business from the Shadow Child ability.

When revising the Chasing Shadows ability I used Defensive Roll as the template. They are basically the same, except C.S. replaces the reflexive save with an opposed roll vs. the Tear’s Hide rank and requires the presence of shadows within 30-40 feet. I did change the DC to “5 + damage dealt.” This raises the bar the Tear needs to clear just a bit.

I’ll add a couple of the skills like Craft and Perform.

Looks like I have an answer to the spell casting issue. WotC posted a revised version of the Bladesinger from TaB. It appears that we weren’t the only ones grappling with the problem. I’m attaching a spliced together screenshot of the pertinent info. I’m also revised the spells per day table to match the Bladesinger. In short, the Bladesinger has a higher HD, better attacks, better spells, and lower requirements (it also has two “blank” slots). While the Tear doesn’t have the two blank slots, four of her “special slots” are the same ablity over-and-over (Sneak Attack). Anyway, this pretty much solves the last big issue. I’m calling the PrC done – for the moment. :)

For more info on WotC revisions and updates, go to <http://www.wizards.com/default.asp?x=dnd/er/20030221a>

PS: Yennico, please go ahead and use the PrC in your game. Let me know how things work.

- Minaret
 

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