Critique my shadow based PrC

Pants

First Post
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?
 
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Pants- I like it! There are a few comments/questions I have, though...

Prerequisites: There's nothing in there that's an actual cost; entry is almost assured for a wizard of 5th level (as long as he takes the feat). It's a lil harder on a sorc, of course, who prolly doesn't have as many skill points, and there's nothing wrong with an easy-entry class if that's what you want; just be aware that these guys could well be common if you have a lot of shadow stuff in your game.

Powers of Darkness: What if you cast a shadow spell with the fire descriptor?

Shadow Transformation: In my opinion, this ability needs a lil something extra. As written it's a 'come-out-even' sort of ability (like Powers of Darkness), but you're talking about a 9th-level prc ability- it should get the character ahead!

Tap the Shadow: Likewise, you're trading off stuff here. I'd say take out the penalty on fire spells; you have to pay a feat for what is, after all, a very specific and focused ability that's not too outrageous.

I noticed that you had a tendency to make everything a trade-off (presumably for balance reasons), but because of this the shadow mage comes out a lil weak. I like leaving the anti-fire penalty in Powers of Darkness, but the other penalties should go, imho.

Other than that, this is a cool prc... make it a lil stronger and I think it will be great. Trading two caster levels for a bunch of abilities that mostly come with penalties isn't worth it though (again, imho).
 

Hey Pants,

I like the theme. However overall the class is a little weak in my eyes. I offer a lightly modified alternate progression to offer:

REQUIREMENTS
Drop: Knowledge (arcana) to 4 ranks
Add: Hide 4 ranks
Spells: Able to cast five different spells with the darkness or shadow descriptors, one of which must be 3rd-level or higher.

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 10. +1 spellcasting
4..........+2.........+1.......+1.....+4 Enhanced darkvison +1 spellcasting
5..........+2.........+1.......+1.....+4 Cloak of shadows +2, shadow sorcery +1 spellcasting
6..........+3.........+2.......+5.....+5 Cold Resistance 15, power of darkness +2 +1 spellcasting
7..........+3.........+2.......+5.....+5. See in darkness +1 spellcasting
8..........+4.........+2.......+6.....+6 Dark power +1 spellcasting
9..........+4.........+3.......+6.....+6. Shadow transformation
10........+5.........+3.......+7.....+7 Cloak of shadows +3, power of darkness +3 +1 spellcasting

Cloak of Shadows (Su): Change to: This grants the shadow mage a +1 deflection bonus to AC and a +2 bonus to Hide checks. This bonuses increases to +2/+4 at 5th level and to +3/+6 at th level. This is a supernatural ability, and shadow mage can suppress or resume this ability as a free action on her turn.

Darkvision (Ex): No change.

Power of Darkness: Change to: She casts spells with the darkness and shadow descriptors at +1 caster level. This bonus increases to +2 at 6th-level, and to +3 at 10th-level. These bonuses stack with the Tap the Shadow feat.

Enhanced Darkvision (Ex): no change.

Shadow Sorcery (Ex): Starting at 5th level, if you prepare your spells each day you gain the ability to prepare one addition 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.

See in Darkness (Su): Changed to 7th level.

Dark Power (Ex): Increase the save DC for spells you cast with the darkness or shadow descriptor by +2.

Shadow Transformation (Ex): Change to: Prolonged exposure to the Plane of Shadow results in a strange physical and mental transformation. 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 calculating and agile, gaining a +2 bonus to Dexterity and 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).


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 casy spells with the Fire or Light 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 or light descriptor as a 4th-level wizard and he is unable to cast any 3rd-level spells with the fire descriptor.

Special: 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.
 

I like this alot, a very staple PrC. Maybe if you want add some flavour it could be better.

Like the Jester said PrC's are meant to grow in power like the core classes do.
 
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the Jester said:
Pants- I like it! There are a few comments/questions I have, though...
Good. :p

Powers of Darkness: What if you cast a shadow spell with the fire descriptor?
Never thought of that...
Nothing, I guess

Tap the Shadow: Likewise, you're trading off stuff here. I'd say take out the penalty on fire spells; you have to pay a feat for what is, after all, a very specific and focused ability that's not too outrageous.
It's meant to be the 'cost' for entering the class. Essentially, the feat is based loosely off of the Shadow Weave feat from the FRCS, however with less drawbacks, powers, and stringent restrictions.

I noticed that you had a tendency to make everything a trade-off (presumably for balance reasons), but because of this the shadow mage comes out a lil weak. I like leaving the anti-fire penalty in Powers of Darkness, but the other penalties should go, imho.
I tend to think that a PrC should help to further 'specialize' a character's focus, making him possibly weaker in one or two areas but stronger in an other single, defining area.
Then again, I don't want to go overboard in one area and make the class too viable or unviable if a PC were to show interest in it.

mercucio said:
Hey Pants,
Drop: Knowledge (arcana) to 4 ranks
Add: Hide 4 ranks
Spells: Able to cast five different spells with the darkness or shadow descriptors, one of which must be 3rd-level or higher.

Shadow Sorcery (Ex): Starting at 5th level, if you prepare your spells each day you gain the ability to prepare one addition 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.

See in Darkness (Su): Changed to 7th level.

Dark Power (Ex): Increase the save DC for spells you cast with the darkness or shadow descriptor by +2.

Shadow Transformation (Ex): Change to: Prolonged exposure to the Plane of Shadow results in a strange physical and mental transformation. 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 calculating and agile, gaining a +2 bonus to Dexterity and 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).
Yoink. ;)

I especially like the Shadow transformation and Shadow Sorcery.

Power of Darkness: Change to: She casts spells with the darkness and shadow descriptors at +1 caster level. This bonus increases to +2 at 6th-level, and to +3 at 10th-level. These bonuses stack with the Tap the Shadow feat.
Hm, I really liked how the mage gets better at using darkness, but gets invariably worse at casting fire spells. I dunno though, I want to give an incentive to continue going on in the PrC, but I rather like the flavor of the original ability.

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 casy spells with the Fire or Light 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 or light descriptor as a 4th-level wizard and he is unable to cast any 3rd-level spells with the fire descriptor.

Special: 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.
I'll just use my original, if only because these mages are tapping into the powers of darkness, it should be nigh to impossible to cast spells that create light. :p

Ferret said:
I like this alot, a very staple PrC. Maybe if you want add some flavour it could be better.
Well, IMC the Shadow Mages are a splinter group of mages that learned to tap into the power of the Plane of Shadow in order to power their magic. Normal wizards and spellcasters tap into the Transdimensional Plane of Energy to power their magic. Currently, there is a sort of power struggle going on between the Mages Guild and the Shadow Mages. The Shadow Mages want to work in peace and establish their own guild in the empire, while the Mages Guild wants to capitilize on this power and use it for their own benefit. Shadow Mages are those Wizards and Sorcerers who have mastered the art of Shadow Magic.
 

Pants,

Glad you liked the suggestions. Your shadow transformation was the right idea, it just didn't give enough benefits for the class level and cost. You might want to change +2 Int to +2 Cha for spontaneous arcane spellcasters. Dark Power seemed like a good call since there isn't a Spell Focus (Darkness feat). Shadow sorcery (or a variant) is good 5-7th class level ability for any focused spellcasting prestige class, such as elementalists.

As for the Tap the Shadow, go for it--my suggestion was simply that. If you like your version for flavor reasons, go for it. Flavor should reign king :)

- Mercucio
 

I like this. I recently thought about doing some shadow stuff myself, sort of gathering together spells, PrCs, monsters, and such. This is a lot like I was envisioning my Shadow Mage would be.

One thing (or more than one...): There are no spells with the Shadow descriptor, so far as I know. Also, in the Tap the Shadow feat, the caster loses proficiency with fire spells. What about Light spells? And wouldn't the caster gain some vulnerability to sunlight as part of the transformation?
 

Kerrick said:
I like this. I recently thought about doing some shadow stuff myself, sort of gathering together spells, PrCs, monsters, and such. This is a lot like I was envisioning my Shadow Mage would be.

One thing (or more than one...): There are no spells with the Shadow descriptor, so far as I know. Also, in the Tap the Shadow feat, the caster loses proficiency with fire spells. What about Light spells? And wouldn't the caster gain some vulnerability to sunlight as part of the transformation?

1. Correct. Dark Power should read (and all other entries that refer to the shadow descriptor):

Dark Power (Ex): Increase the save DC for spells you cast with the Darkness descriptor or of the Illusion (shadow) subschool by +2.

2. Tap the Shadow: The version Pants is going with does causes you to lose access to Light spells and suffer a caster level penalty to Fire spells.

3. Well, you could give them light aversion as per the Orc, but the transformation is meant to be benifical, and already costs you two permanent Wisdom.
 
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mercucio said:
Pants,

Glad you liked the suggestions.
Thank you for the suggestions.
I have a player who expressed interest in following the path of shadow and I hope he likes this version better than the last! :)

Kerrick said:
One thing (or more than one...): There are no spells with the Shadow descriptor, so far as I know.
I'll have to change it shadow subschool then as mercucio said. As there certainly are many of those. :)

And wouldn't the caster gain some vulnerability to sunlight as part of the transformation?
The original version had it, but there were already enough drawbacks. You could certainly add it, I originally had it so that a Shadow Mage became dazzled in bright light when he gained his Shadow Transformation ability.
 


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