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Here's version 3.5 presented:
SHADOW MAGE
Hit Die: d4.
Requirements
To qualify to become a shadow mage, a character must fulfill all the following criteria.
Skills: Hide 5 ranks, Knowledge (the planes) 8 ranks, Spellcraft 6 ranks
Feats: Tap the Shadow
Spells: Able to cast five different arcane spells with the darkness or shadow descriptors, one of which must be 3rd-level or higher.
CLASS SKILLS
The shadow mage’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.
Level...Attack.....Fort....Ref....Will...Special.......................Spellcasting
1..........+0.........+0.......+0.....+2....Cloak of Shadows +1,...... -
..................................................Darkvision
2..........+1.........+0.......+0.....+3....Power of Darkness +1...... +1 spellcasting
3..........+1.........+1.......+1.....+3....Cold Resistance 5............ +1 spellcasting
4..........+2.........+1.......+1.....+4....Cloak of Shadows +2,...... +1 spellcasting
..................................................Enhanced darkvision
5..........+2.........+1.......+1.....+4....Power of Darkness +2,...... +1 spellcasting
...................................................Shadow Magic
6..........+3.........+2.......+5.....+5....Cold Resistance 10,......... +1 spellcasting
...................................................Shadow Walk
7..........+3.........+2.......+5.....+5....Cloak of Shadows +3,...... +1 spellcasting
...................................................See in Darkness
8..........+4.........+2.......+6.....+6....Power of Darkness +3..... +1 spellcasting
9..........+4.........+3.......+6.....+6....Strengthening Shadows.. -
10........+5.........+3........+7.....+7...Cloak of Shadows +4,..... +1 spellcasting
..................................................Shadow Transformation
Weapon and Armor Proficiency: Shadow mages gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: At 2nd-level and every level thereafter (except for level 9), the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of shadow mage to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Cloak of Shadows (Su): At 1st-level, the shadow mage can cloak his body in writhing tendrils of darkness at will. This has the added effect of granting her a +1 deflection bonus to AC and a +1 bonus to Hide checks. This bonus increases by 1 every 3 levels (+2 at 4th, +3 at 7th, and +4 at 10th). The shadow mage can suppress or resume this ability as a free action on her turn.
Darkvision (Ex): At 1st-level, the shadow mage gains darkvision out to 30 ft. If the shadow mage already has darkvision, its range increases by 30 ft.
Power of Darkness: At 2nd-level, the shadow mage begins to master the power of the plane of shadow more and more. She casts spells with the darkness and shadow descriptors at +1 caster level. The bonus increases to +2 at 5th-level and to +3 at 8th-level. These bonuses stack with the Tap the Shadow feat.
Cold Resistance (Su): The shadow mage becomes inured to the cold darkness of the Plane of Shadow. She gains 5 cold resistance at 3rd-level and at 6th-level the resistance increases to 10.
Enhanced Darkvision (Ex): At 4th-level, the shadow mage’s darkvision range increases by another 30 feet.
Shadow Magic (Ex): Starting at 5th-level, if you prepare your spells each day you gain the ability to prepare one additional spell with the darkness or shadow descriptor per spell level you can cast. If you spontaneously cast your spells you learn one addition spell with the darkness or shadow descriptor per spell level you can cast.
Shadow Walk (Sp): At 6th-level, once per day the shadow mage can shadow walk as per the spell as a spell-like ability (caster level equals the shadow mage’s caster level). The use of this ability need not be continuous and the shadow mage may freely break up its uses during the day.
See in Darkness (Su): Once per day at 7th-level, for a number of minutes equal to the shadow mage’s total levels, the shadow mage gains the ability to see in total darkness, with the ability to pierce even a deeper darkness spell. The use of this ability need not be continuous and the shadow mage can resume or end this effect as a free action on her turn.
Strengthening Shadows (Su): At 9th-level, the shadow mage gains the ability to strengthen the substance of the Plane of Shadow and weaving it into her spells. Any of his shadow or darkness spells that the shadow mage casts gain a +2 to the saving throw DC’s. This effect stacks with Spell Focus and Greater Spell Focus.
Shadow Transformation (Ex): Prolonged exposure to the Plane of Shadow results in a strange physical and mental transformation. At 10th-level, the mage’s skin pales, while her pupil and cornea turn a deep, dark black. The mages psyche becomes dangerously unraveled from the strange energies of the plane, resulting in a -2 to Wisdom. However, the mage becomes more either more forceful of personality or more calculating (the character decides which upon gaining this ability) and agile, granting him a +2 bonus to Dexterity and +2 bonus on either Charisma or Intelligence. The mage also gains the following traits: DR 5/silver, immune to cold, +4 racial bonus on Hide and Intimidate checks, and her type changes to outsider (native).
And here's the Feat:
TAP THE SHADOW [GENERAL]
Prerequisite: Ability to cast 1st-level arcane spells.
Benefit: You learn to tap into the Plane of Shadow to power your magic. As a result, you cast all spells with the darkness and shadow descriptors at +1 caster level. However, as a side effect of the source of magic, you can no longer cast any spells with the light descriptor. You also cast all spells with the fire descriptor at -1 caster level. If this would you reduce your caster level below the minimum required in order to cast such a spell, then you cannot learn or cast it. For example, a 5th-level wizard with the Tap the Shadow feat casts all spells with the darkness and shadow descriptors as a 6th-level wizard, however he casts any spells with the fire descriptor as a 4th-level wizard and he is unable to cast any 3rd-level spells with the fire descriptor.
If a spell has more than one of the descriptors, the bonuses do not stack. For example, a spell with the darkness and shadow descriptor only receives a +1 bonus.
How does that look?
SHADOW MAGE
Hit Die: d4.
Requirements
To qualify to become a shadow mage, a character must fulfill all the following criteria.
Skills: Hide 5 ranks, Knowledge (the planes) 8 ranks, Spellcraft 6 ranks
Feats: Tap the Shadow
Spells: Able to cast five different arcane spells with the darkness or shadow descriptors, one of which must be 3rd-level or higher.
CLASS SKILLS
The shadow mage’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.
Level...Attack.....Fort....Ref....Will...Special.......................Spellcasting
1..........+0.........+0.......+0.....+2....Cloak of Shadows +1,...... -
..................................................Darkvision
2..........+1.........+0.......+0.....+3....Power of Darkness +1...... +1 spellcasting
3..........+1.........+1.......+1.....+3....Cold Resistance 5............ +1 spellcasting
4..........+2.........+1.......+1.....+4....Cloak of Shadows +2,...... +1 spellcasting
..................................................Enhanced darkvision
5..........+2.........+1.......+1.....+4....Power of Darkness +2,...... +1 spellcasting
...................................................Shadow Magic
6..........+3.........+2.......+5.....+5....Cold Resistance 10,......... +1 spellcasting
...................................................Shadow Walk
7..........+3.........+2.......+5.....+5....Cloak of Shadows +3,...... +1 spellcasting
...................................................See in Darkness
8..........+4.........+2.......+6.....+6....Power of Darkness +3..... +1 spellcasting
9..........+4.........+3.......+6.....+6....Strengthening Shadows.. -
10........+5.........+3........+7.....+7...Cloak of Shadows +4,..... +1 spellcasting
..................................................Shadow Transformation
Weapon and Armor Proficiency: Shadow mages gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: At 2nd-level and every level thereafter (except for level 9), the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of shadow mage to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Cloak of Shadows (Su): At 1st-level, the shadow mage can cloak his body in writhing tendrils of darkness at will. This has the added effect of granting her a +1 deflection bonus to AC and a +1 bonus to Hide checks. This bonus increases by 1 every 3 levels (+2 at 4th, +3 at 7th, and +4 at 10th). The shadow mage can suppress or resume this ability as a free action on her turn.
Darkvision (Ex): At 1st-level, the shadow mage gains darkvision out to 30 ft. If the shadow mage already has darkvision, its range increases by 30 ft.
Power of Darkness: At 2nd-level, the shadow mage begins to master the power of the plane of shadow more and more. She casts spells with the darkness and shadow descriptors at +1 caster level. The bonus increases to +2 at 5th-level and to +3 at 8th-level. These bonuses stack with the Tap the Shadow feat.
Cold Resistance (Su): The shadow mage becomes inured to the cold darkness of the Plane of Shadow. She gains 5 cold resistance at 3rd-level and at 6th-level the resistance increases to 10.
Enhanced Darkvision (Ex): At 4th-level, the shadow mage’s darkvision range increases by another 30 feet.
Shadow Magic (Ex): Starting at 5th-level, if you prepare your spells each day you gain the ability to prepare one additional spell with the darkness or shadow descriptor per spell level you can cast. If you spontaneously cast your spells you learn one addition spell with the darkness or shadow descriptor per spell level you can cast.
Shadow Walk (Sp): At 6th-level, once per day the shadow mage can shadow walk as per the spell as a spell-like ability (caster level equals the shadow mage’s caster level). The use of this ability need not be continuous and the shadow mage may freely break up its uses during the day.
See in Darkness (Su): Once per day at 7th-level, for a number of minutes equal to the shadow mage’s total levels, the shadow mage gains the ability to see in total darkness, with the ability to pierce even a deeper darkness spell. The use of this ability need not be continuous and the shadow mage can resume or end this effect as a free action on her turn.
Strengthening Shadows (Su): At 9th-level, the shadow mage gains the ability to strengthen the substance of the Plane of Shadow and weaving it into her spells. Any of his shadow or darkness spells that the shadow mage casts gain a +2 to the saving throw DC’s. This effect stacks with Spell Focus and Greater Spell Focus.
Shadow Transformation (Ex): Prolonged exposure to the Plane of Shadow results in a strange physical and mental transformation. At 10th-level, the mage’s skin pales, while her pupil and cornea turn a deep, dark black. The mages psyche becomes dangerously unraveled from the strange energies of the plane, resulting in a -2 to Wisdom. However, the mage becomes more either more forceful of personality or more calculating (the character decides which upon gaining this ability) and agile, granting him a +2 bonus to Dexterity and +2 bonus on either Charisma or Intelligence. The mage also gains the following traits: DR 5/silver, immune to cold, +4 racial bonus on Hide and Intimidate checks, and her type changes to outsider (native).
And here's the Feat:
TAP THE SHADOW [GENERAL]
Prerequisite: Ability to cast 1st-level arcane spells.
Benefit: You learn to tap into the Plane of Shadow to power your magic. As a result, you cast all spells with the darkness and shadow descriptors at +1 caster level. However, as a side effect of the source of magic, you can no longer cast any spells with the light descriptor. You also cast all spells with the fire descriptor at -1 caster level. If this would you reduce your caster level below the minimum required in order to cast such a spell, then you cannot learn or cast it. For example, a 5th-level wizard with the Tap the Shadow feat casts all spells with the darkness and shadow descriptors as a 6th-level wizard, however he casts any spells with the fire descriptor as a 4th-level wizard and he is unable to cast any 3rd-level spells with the fire descriptor.
If a spell has more than one of the descriptors, the bonuses do not stack. For example, a spell with the darkness and shadow descriptor only receives a +1 bonus.
How does that look?
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