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Master Of Shadows Prestige Class

Essence Of Evil

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Master of Shadows

The Master of Shadows are worshipers of Siliquie Nallio the Shadow Goddess.
These skilled assasins are trained in the art of illusion and darkness, and when in combat with the Paladin of Shadows thier combat skill is un-matched.
Hit Die:d6

Requirements
To qualify as a Master of Shadows, a character must fulfill the folowing criteria

Alignment: Any Neutral
Diety: Siliquie Nallio
Skills: Hide 10 ranks, Move Silently 10 ranks, Jump 10 ranks,
Climb 8 ranks, Balance 10 ranks
Special: Sneak attack 3d6+, must travel to the temple of shadows and pass the tests to be inducted into the guild

Class Skills
Balance,Bluff,Climb,Escape Artist, Hide, Innuendo, Jump, Listen, Move Silently,Search, Open Locks, Spot, Swim, Tumble.
Skill Points at Level Up: 4+Int Mod.

Class Features
Master of shadows gain no weapon proficiencies and may not wear armor of any type or they loose all class skills

Class BAB F R W Special
Level
1st +0 +2 +2 +2 Sensi Shuriken, Shadow Jump, Will Of Shadows
2nd +1 +3 +3 +3 Shadow Tendrils, Sneak Attack +1d6
3rd +2 +3 +3 +3 Sensi Replication (30%)
4th +3 +4 +4 +4 Sensi Blade, Sneak Attack +2d6
5th +3 +4 +4 +4 Mind Slash 3xday, Improved Shadow Tendrils
6th +4 +5 +5 +5 Twin Sensi Shurikens, Sneak Attack +3d6
7th +5 +5 +5 +5 Sensi Replication (60%)
8th +6 +6 +6 +6 Explosive Shurikens 1x day, Sneak Attack +4d6
9th +6 +6 +6 +6 Twin Sensi Blade
10th +7 +7 +7 +7 Sensi Replication (90%)

Sensi: Sensi is the name of the techniques that the Master of Shadows manafests with her mind. These manafestatons take form as dark shadows in the form of a blade or a shuriken or even a copy of the player herself.

Sensi Shuriken: These are ranged weapons that the Master of Shadoes create. they take the form of black/shadowy shurikens they have a throw range of 50 ft. and deal 1d8 points for damage (with no str. bonus) only one shuriken may be thrown per attack, all attacks with Sensi Shurikens are touch attacks. the master of shadows gets 5 shurikens per lvl. for the day.

Will Of Shadows: with this skill the player adds her Int. Mod. to her AC and may use her Int to replace any skill check she makes.

Shadow Tendrils: when the player reaches this level she may extend microscopic bits of shadow allover her body, these tendrils allow her to climb any surfice( like spiderclimb), and with Improved Shadow Tendrils when moving silently not even tremorsence may detect her.

Shadow Jump: With this skill the Master Of Shadows may enter any shadow that is equil or bigger than her and teleport to another shadow within range. the Master of Shadows may Shadow Jump up to 20ft per lvl. per day. if the player shadow jumps behind a target he is flat footed.

Sensi Replication: this skill creates a "copy" of the player that looks and acts just like the player. it obeys mental comands and deals real damage. however when this copy is made it is only a shadow of the real player. when created it has only a % of the players true power based on the given number. you take the player as if at 100% and create a copy its Hp, damage, AC, etc. the shadow lasts for 2 rounds per lvl.

Sensi Blade: As a move equilivent action the player makes a Blade of Shadows around her hand. this blade deals 2d4 points of damage and is a touch attack. anyone touched by this blade must make a saving throw (Fort.) or loose 1d4 points of Str and Dex. DC (10+ 1/2MOS Level+Int Mod) this blade lasts for 1 rounds per MOS Level.

Mind Slash: If a target is ever hit by the players sneak atteck for the next 3 rounds they may not do any action that requires deep thought, for exapmle cast spells, any Int based skills or feats.

Twin Sensi Shuriken: Upon reaching this level the Master Of Shadows may throw 2 Sensi Shurikens for each attack, however this puts a great strain on the players mind. each time this is done thier is a comunitive 5% chance that the player will take 2 points of Temporary Int Drain.

Explosive Shurikens: With a mere thought the player may charge a single Shuriken with fire energy. upon inpact the shuriken explodes and deals 1d8 points of fire damage per MOS level. in a 40 ft. rad. Ref save DC (10+ 1/2MOS Lvl.+ Int Mod) for 1/2 damage

Twin Sensi Blade: One of the more advanced shadow skills it the ability to manafest twin sensi blades. each blade deals normal damage and all penelties for fighting with 2 weapons apply. However using this skill drains the player for every 2 rounds both blades are manafested the player looses 1 point of temperary Int.

Requirements for Entry

The player must be skilled at stealth and silence. she must have traveled there with her beloved (Husband) who will be inducted into the Paladin of Shadows.
Tests
Mind: Upon observing other master of shadows the player must manafest at least one Sensi Shuriken.
Intuwition: the player must enter a maze ( Blind and Def) and reach the end.
Cunning: the player must enter the Hall of Shadows, find and take the Midnight Medalion to the top of the guild tower and place it in the hands of the shrine there.
If all tests are complete and her Beloved passed all his tests as well they are both inducted into the Shadow Guild.

Combat Tech.
These are combat manuvers that only work if both the Master of Shadows and her Beloved the Paladin of Shadows are in the same party and are no further than 30 ft apart.
Passive Bonus
Share Saves: the players may exchange saves to gain the better bonus
Attack Bonus: both gain a +2 hit
Combat Manuvers: these combat manuvers are possible when both players are within 30 ft of each other and turns are back to back.
Tear Asunder: if a Master of Shadows hits a target with a sneak attack, then in the next turn the plaladin of shadows kills a target then shadow cleaves to the target that was snaeak attacked the attck is a automatic Coup de Grace.
Twin Blitz: if the paladin of shadows makes a charge attack and hits a target then the Master of shadows shadow jumps and sneak attacks the target the sneak attack deals an extra 2d6 damage.
Torent Of Fire: if the paladin of shadows deals a crit. hit and is succesful the master of shadows may use her explosive shuriken use for the day to ignite the attack with fire. the attack gets a damage bonus equil to the damage the shurilken would have done but the spread is only 20 ft rad and the Paladin of shadows is immune to this damage
 
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I find the prestige class way overpowered in many ways. The pre-reqs are easily obtained requiring a rogue character to invest little to achieve it. And in many ways the PrC offers far better abilities than the base rogue class. I would add at least a feat or a funky skill to make the character "invest" in the PrC. Otherwise just about any 5th-level rogue would qualify, assuming they pass the test. Having an RP pre-req is fun, but is hard to balance within a prestige class.

Some suggested pre-reqs: shadow, knowledge (religion): 4 ranks, perhaps remove balance

Full skill points? No, not with all these abilities. Look at the assassin by comparison. It gets far fewer abilities, with the same sneak attack progression. I would suggest scaling it back to 4 skill pts. per level.

You have a slightly different BAB progression. Is that necessary? Why not keep the standard medium progression that begins with +0? All good saves? Nothing about this class seems to me that they should have good Fort saves. And even good Will saves are probably not appropriate. Look at the paladin: that class doesn't even get good Will saves and its one associated directly with divinity. I would keep just good Ref saves, and maybe Will if you really feel strongly about it.

All your special abilities need to have what type of ability they are: Extraordinary, Supernatural, Spell-like, etc.

Sensi Shuriken - I like the concept. I assume the MOS is proficient in this weapon automatically, or its a Spell-like ability (say, that could be a great pre-req). The touch attack is good, as is the damage. Obviously a superior sneak attack weapon. The number of uses per day is way too high. I would cut it back considerably to maybe 3 + Int Mod or MOS level + Int Mod.

Will of Shadows - Int to AC, alright. But put some restrictions on it. #1, no other armor. #2, Int bonus to AC, but not more than your MOS level. So at level 1, you can only add +1 to your AC. The second part of this ability is crazy powerful. I assume it means that you can use Int in place of the normal ability score. So if the 3 Cha MOS wants to make a diplomacy check, he can ignore his -4 penalty and use his really good Int modifier. That just doesn't make sense to me. I would eliminate it entirely, but that's just me.

Shadow Tendrils - I like the idea, but I would split up this ability. Allow the ability to spider climb at level 2 and at a higher level allow it to avoid tremorsense. It's too powerful for a single level's ability.

Shadow Jump - way too far. I would say this should be inferior to the shadowdancer's ability to do so. Make it maybe 10 ft. per level.

Sensi Replication - I like it. How often can you use it though? Shouldn't be more than 1/day.

Sensi Blade - too much, way too much. Not even a shadow's touch does that much damage or inflicts Dex damage. I don't mind the touch attack, but the damage is too high. I would keep it 1d8 (same as the shuriken). I would make it so it drains 1d4 pt of Str on a failed Fort save. Finally, I would make it callable 1/day.

Sneak attack progression - to be honest, this class isn't about sneak attacks (IMO). It's about being hidden and using the shadows as your ally. I would reduce the sneak attack progression to levels 2, 5, and 9 or eliminate it eliminate it entirely.

Mind slash - Hmm, this doesn't seem to fit with any theme. Maybe clouding the mind of your enemy but this is an odd way to do it.

Twin Sensi Shuriken - good, but eliminate the possibility of Int dmg. You shouldn't hurt yourself for using your abilities.

Explosive Shurikens - up to 10d8 damage? There is no rhyme or reason for this ability. It doesn't have to do with shadows, stealth, or trickery. It doesn't belong in the class.

Twin Sensi Blades - Again, I don't like the penalty. I would allow them to simply use this ability another time per day. And, if they want, can summon both blades simulataneous using all uses for the day.

****

I realize I'm a little negative in my critique. But in the campaigns I play in, this prestige class would be overpowered significantly. They are just some ideas, so hopefully you can pick and choose the ones you like and find something appropriate to your campaign world.
 

"Special: Sneak attack 3d6+, must travel to the temple of shadows and pass the tests to be inducted into the guild"

I like this requirement, too many PCs are too easy to qualify rot, A few ranks in some skills, a fear or two and now suddenly you are PC class XXXX. This way even with all the other requirements the character has some in game logic for where these new powers came from.

I agree that for a normal campaign this class seems to be overpowered. As a player in EoE world, I can say this PC fit in nicely. It was tailored to his world. IMHO this is how PC should work.
 

I have to agree with Shadeus. This prc seems way overpowered, before adding in the combo attacks you get with the paladin. I would make at least some of changes Shad suggested.
 

Maliki said:
"Special: Sneak attack 3d6+, must travel to the temple of shadows and pass the tests to be inducted into the guild"

I like this requirement, too many PCs are too easy to qualify rot, A few ranks in some skills, a fear or two and now suddenly you are PC class XXXX. This way even with all the other requirements the character has some in game logic for where these new powers came from.

I agree that for a normal campaign this class seems to be overpowered. As a player in EoE world, I can say this PC fit in nicely. It was tailored to his world. IMHO this is how PC should work.

That's interesting to know. I do like the RP aspect of it, but I think there should be a "cost" to joining a prestige class other than you have to pass the test. A lot of rogues will meet those qualifications. Is the PrC intended to be open to all rogues? Of course not, only those who have invested in the training required and then passed the tests.

Well, then just pay attention to the parts in my critique where you don't specify the number of times per day a power is used. The parts that would really concern me the sensi blade and the damage that it does. Compare that to Crippling Strike. Sure, Crippling strike is an unlimited number of times per day, but only a sneak attacks. And this is just a touch attack. Also the aspect of Will of Shadows that allows all skills to use Int is trouble.
 

One of my issues is that at lvl9 (5 rogue, 4MoS) you have a BAB of +6/+1. So you can do 2d4con, 2d4str per a round on a DC 13+int fort save. And since the MoS basically only uses int for skill checks that int mod is going to be high (+3ish).

At lvl12 (5rogue, 7MoS) you have a BAB of +9/+4 and can do 3d4con, 3d4str per a round for 1int on a DC17+int fort save. And that is without using feats to get more attacks.

And since these are touch attacks that fort save is the only thing preventing most monsters from basically dieing under the weight of there own armor after one round.
 

now that I look at it ya i did make it a little overpowered, ill go back and make some changes.
now reguarding the explosive shuriken skill, Silique (the goddess fo the MOS) is married to Dyne(the god of the POS). Dyne is a 1/2 demon and gave the gift of Fire to Silique (the explosive shurikens), and in return She gave the Gift of Shadow to him(the Shadow Jump Skill) And they passed on the gifts to thier faithfull. Its my fault i did not mention that in the skills. and reguarding the loss of Int. for some of the skills what I am getting at is it takes a great mental strain to envoke these skills and thus the loss, and these skills are a "Dire Need" thing. now when it comes to them just suddenly getting new skills it is a gift from thier gods when they obtain new skills and the player must be faithfull or they loose thier skills.Im also gonna post both gods and thier backgrounds on this site at a later time.
 
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