Keep on keepin' on.
Let's see, let's see...
First! Crothian! The unofficial Shadow Walker of Drendari Prestige Class. I posted this to the Sword and Sorcery boards a few months back, and I believe another user by the name of Phoenix Real (another S&SS aficianado) posted a couple there even a few more months back, and also has them up on her web-site (
http://students.mwsc.edu/~bkh5250/scarredlands).
Since my initial posting, I have revised it a bit, and still am not completely satisfied with it. Originally, its 10th level ability was the tongue in cheek "Army of Darkness" which opened a gateway to the plane of shadow and let the creatures from it run rampant. Since then, I've cut it out, but have yet to find something to truly replace it. There's also been a few other minor changes, but here's what I have at the moment:
Shadow Walkers of Drendari (ShW)
To the particularly devout priests of Drendari, there comes a point where their skills as a rogue and as a holy figure reach their apotheosis. No longer are the two a separate thing, but blend together, just as their deity exists as the melding of light and dark.
Hit Die: d6
Requirements
To qualify to become a shadow walker, a character must fulfill all of the following criteria:
Alignment: Any Chaotic
Base Reflex Save: +4
Skills: Move Silently 6, Knowledge (Religion) 6
Feats: Blind Fight
Spellcasting: Ability to cast 1st level divine spells
The Shadow Walkers class skills, and the key ability for each skill, are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int)
Skill Points at each level: 6 + Intelligence modifier.
Base Attack Bonus: x3/4 advancement (as a cleric or rogue)
Saving Throws: Good Reflex and Will saves, bad Fortitude saves
Class Features
Weapon and Armor Proficiency: Shadow walkers of Drendari gain proficiency with the dagger, sap, shortbow and shortsword and with light armor.
Spells per Day: When a new even-numbered shadow walker level is gained (2nd, 4th, etc), the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an effective level of spellcasting. If a character had more than one spellcasting class before becoming a shadow walker, he must decide to which class he adds the new level for purposes of determining spells per day.
Turning Level: Levels in this class stack for the purposes of turning-rebuking undead.
Darkvision (Su): At 1st level, a shadow walker of Drendari gains Darkvision, 60’. This will operate despite spells that state otherwise, such as darkness or eclipse.
Extra Domain: At 1st level, a shadow walker of Drendari gains access to a third domain that she grants. If Shadow is not one of the domains that the character already possesses, this must be the new domain chosen. Furthermore, those already with Shadow as a domain may choose the Trickery domain as their extra domain.
Shadow Protection (Su): Some of the creatures of shadow are less than hospitable to the living. At 4th level, shadow walkers of Drendari reduce the ability drain of all attacks against them by three. Being revered as she is by rogues, Drendari protects her shadow walkers as equally to the touch of a shadow as poison that deals ability point damage (or any other source for that matter). This will only prevent an ability drain of up to three points from any source, even if multiple abilities are drained at once. Thus, a shadow walker hearing the frightful moan of a ghost for 2 Strength, 1 Dexterity and 2 Constitution damage may ignore 2 points of Strength damage and 1 point of Constitution damage, but would still suffer the Dexterity damage and the remainder of the Constitution damage.
Shadow Mastery: At 5th level, Drendari gifts her shadow walkers with not only protection from some of her more dangerous aspects, but control over them as well. Shadow Mastery allows those shadow walkers with the ability to turn or rebuke undead to do both to any shadow-based creature, as opposed to only one. Thus, a 5th level shadow walker who turns undead may, instead, opt to use a turning attempt for the purpose of rebuking or controlling shadows. Furthermore, this ability extends to creatures that0 are essentially shadows, as well. This includes any creature native to the plane of shadows, as well as others at the DMs discretion.
Shadow Priest (Ex): At 5th the Shadow Walker gains +1d6 Sneak attack, is considered to be a Rogue of 2 levels higher than normal for purposes of Sneak Attacking characters with Improved Uncanny Dodge, and, should the Shadow Walker possess Improved Uncanny Dodge, adds 2 more levels to the minimum rogue level required to flank the character. At 10th level, these bonuses are increased by +1d6 and +2 respectively.
Shadow Walk (Sp): A 7th level shadow walker may shadow walk, as per the spell, three times per day.
Shadow Strike (Su): A shadow walker receives one of the ultimate benefits that they could from their goddess, a communion between the shadows and their blade, upon attaining 8th level. Any creature casting, covered in, or nearby a shadow is effectively considered flanked by the shadow walker. Classes with Improved Uncanny Dodge or similar abilities that render them immune to being flanked that are four levels higher than the characters combined levels in shadow walker and rogue (including the Shadow Priest bonuses) are immune to this ability.
Teleport Without Error (Sp): By stepping into a shadow, a 9th level shadow walker may teleport without error, as per the spell, up to twice per day, with a caster level equal to that of the Shadow Walkers spellcasting ability.
I've pondered on changing the casting progression, and the Shadow Priest ability isn't quite to my liking either - few entering the Prestige Class will have the Improved Uncanny Dodge ability any time soon, and the +1d6 sneak attack could just as easily be listed as +1d6 sneak attack at 5th and 10th level instead of being listed as Shadow Priest. I also believe there should be a 10th level ability thrown in there. For the current disadvantages one might see, however, I believe the Shadow Strike ability helps make up for them - seeing as how there will be few instances that an opponent doesn't cast a shadow - without going too overboard due to the diminished sneak attack capacity (likely all of +2d6 to +4d6 when it's first gained), while the full turning progression helps to deal with undead.
Perhaps it's no Blessed of Mesos, but then again, Blessed of Mesos is, quite simply put, broken. The skills it requires are the sort a sorcerer is likely to buy, anyway, and the feat requirements - metamagic feats and Bloodline of Power - are all recouped later in the Prestige Class due to the bonus feats it offers, and the bonus spells that the sorcerer knows. Throw on all the other abilities that it offers to the character, and it is absolutely, in every which way, better than a sorcerer. It has no balancing factors, and is a poorly written prestige class, in my opinion. It doesn't even have the decency to take away familiar advancement as a vague nod towards balance. Then again, none of the other prestige classes in the Wizards, Bards and Sorcerers guide looked particularly stream-lined to me, either.
As for domains of the forsaken elf god, while That Which Abides lacked it, a NPC in Faithful and the Forsaken who worships Jandaveos apparently has the Good domain, so should one run with the god being alive, it seems he'd be offering that up as well.
Not quite related to the subject at hand, but worth noting: Casting a spell does not break Invisibility, only direct, aggressive actions. The spell description specifically mentions that you can summon monsters and remain invisibile.
All right, and now that I've swung myself in, now I swing myself out. Whee.