demiurge1138
Inventor of Super-Toast
Alright. I posted this prestige class a while back on this board as an attachment, because it had a table in it. I got no response, save for a request to post it outside of a .doc format. After much deliberation (I am being facetious here), I have decided to try this again. All comments are welcome.
Shadow Rose
Every child is afraid of the dark, but as they get older, they grow out of their superstitions. But the learned of Faerûn recognize the danger of the goddess of darkness, Shar, and her unholy servants. Among the most dangerous of her servants are the Shadow Roses.
The shadow roses are an elite cabal of talented duelists who happen to also be talented spellcasters working for the Lady of Loss. They work for the church but around its hierarchy, and it is not uncommon for a shadow rose to infiltrate a band of adventurers in order to further the often-incomprehensible goals of the Dark Goddess.
Most shadow roses are arrogant and foppish, and seem to flaunt everything- except for their alliance with Shar. Most still maintain the illusion of worshiping another deity, even going as so far as to wear the holy symbols of other faiths. Shar does not mind the deception.
Hit Dice: d6
BAB: As per cleric
Good Saves: Reflex, Will
Requirements
To qualify to become a shadow rose, a character must fulfill the following criteria.
Alignment: Any non-good
Hide: 6 ranks
Knowledge (arcana): 6 ranks
Move Silently: 6 ranks
Spellcraft: 6 ranks
Spellcasting: Capable of casting 3rd level arcane spells, and knowledge of 1 spell from each of the following schools: Enchantment, Illusion and Necromancy.
Feats: Shadow Weave Magic, any one metamagic feat, and Weapon Proficiency (any bladed weapon)
Class Skills
The class skills of the shadow rose (and the key ability scores for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (any)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Spot (Wis) and Tumble (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Class Features
All the following are class features for the shadow rose.
Weapon and Armor Proficiency: Shadow roses gain no additional weapon proficiency, but become proficient in light armor if they were not already (note that arcane spell failure still applies).
Spells per day: Every three levels of shadow rose, the character gains new spells as if they had also gained a level in a spellcasting class they belonged to before adding the prestige class. They do not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those granted by the class, etc.), except for an increased effective caster level. If a character had more than one spellcasting class before becoming a crazed cultist, they must decide which class she adds each level for purposes of determining spells per day.
Shadow Aura (Su): Three times per day, the shadow rose can call all of the shadows in a 60ft radius to serve him as a shield as a move-equivalent action. In addition to the bizarre effect of nothing casting a shadow in a 60ft radius, these shadows provide the shadow rose a deflection bonus to Armor Class, and a competence bonus to all Hide and Move Silently checks. At 1st level, the bonus is +1, and it rises to +2 at 5th level and +4 at 10th level. At 10th level, the aura also provides the shade rose with a 20% miss chance. The shadow aura lasts for 2 rounds per class level.
Low-light Vision (Ex): At 2nd level, a shadow rose has adapted his eyes to the gloom of night, when Shar works her mayhem. He gains low-light vision.
Hide in Plain Sight (Su): At second level, a shadow rose becomes so adept at sneaking that they can use the Hide skill even when being observed. As long as they are within 10ft of a shadow (not their own, but the shadow aura counts), the shade rose can hide from view without having anything to hide behind.
Minor Infusion of Shadows (Su): At 3rd level, the shadow rose can use their ties to the Plane of Shadow to power their weaponry and weaken their foes. Once per day, he can add the strength-sapping enchantment to the weapon they wield for one round per class level as a full-round action. This enchantment stacks with any other enchantments their weapon may have.
Spell Power (Ex): At 4th level, the shadow rose adds +2 to the DCs of all Enchantment, Illusion and Necromancy spells he can cast. This stacks with the appropriate Spell Focus feats. At 8th level, the shade rose gains an additional +2, raising the total to +4.
Moderate Infusion of Shadows (Su): At 6th level, the shadow rose can use their ties to the Plane of Shadow to power their weaponry and spread darkness. Once per day, he can add the negative energy enchantment to the weapon they wield for one round per class level as a full-round action. This enchantment stacks with any other enchantments their weapon may have (including a minor infusion).
Eyes of Shadow (Ex): At 7th level, the shadow rose’s eyes turn completely black in color. He gains darkvision to 120 ft, and can see perfectly in all magical darkness, even that caused by deeper darkness spells. He also ignores 10% of the miss chances of enemies granted by cover or concealment (for example, a shadow rose suffers only a 10% miss chance for a blur spell or 40% for a displacement spell).
Major Infusion of Shadow (Su): At 9th level, the shadow rose can use their ties to the Plane of Shadow to power their weaponry and drain their foe’s souls. Once per day, he can add the souldrinker enchantment to the weapon they wield for one round per class level as a full-round action. This enchantment stacks with any other enchantments their weapon may have (including the minor and/or moderate infusions).
New Enchantments
Negative Energy: These weapons have the ability to cast darkness at 7th level once per day. The wielder of the weapon can see through the darkness, but her companions cannot. These weapons also deal +2d6 points of bonus negative energy damage in addition to their normal damage when they hit. Undead hit by these weapons heal a like amount of damage.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, darkness, negative energy ray; Market Price: +3 bonus.
Souldrinking* This melee weapon bestows one negative level each time it deals damage normally. When the wielder scores a critical hit with the weapon, it bestows two negative levels, and the wielder gains 1d8 temporary hit points and a +2 enhancement bonus to Strength. The temporary hit points and enchantment bonus fades after 1 hour. The DC to remove the negative levels (after 24 hours) is 23 (Fortitude).
Caster level: 17th; Prerequisites: Craft Magic Arms and Armor, death knell, energy drain; Market Price: +4 bonus
Strength-sapping* Every time a weapon with this enchantment deals damage, the target must succeed a Fortitude save (DC 16) or become exhausted.
Caster level: 9th; Prerequisites: Craft Magic Arms and Armor, enervation; Market Price: +2 bonus.
*: From the BOVD, replicated for convenience. Please don't sue me.
Demiurge out.
Shadow Rose
Every child is afraid of the dark, but as they get older, they grow out of their superstitions. But the learned of Faerûn recognize the danger of the goddess of darkness, Shar, and her unholy servants. Among the most dangerous of her servants are the Shadow Roses.
The shadow roses are an elite cabal of talented duelists who happen to also be talented spellcasters working for the Lady of Loss. They work for the church but around its hierarchy, and it is not uncommon for a shadow rose to infiltrate a band of adventurers in order to further the often-incomprehensible goals of the Dark Goddess.
Most shadow roses are arrogant and foppish, and seem to flaunt everything- except for their alliance with Shar. Most still maintain the illusion of worshiping another deity, even going as so far as to wear the holy symbols of other faiths. Shar does not mind the deception.
Hit Dice: d6
BAB: As per cleric
Good Saves: Reflex, Will
Requirements
To qualify to become a shadow rose, a character must fulfill the following criteria.
Alignment: Any non-good
Hide: 6 ranks
Knowledge (arcana): 6 ranks
Move Silently: 6 ranks
Spellcraft: 6 ranks
Spellcasting: Capable of casting 3rd level arcane spells, and knowledge of 1 spell from each of the following schools: Enchantment, Illusion and Necromancy.
Feats: Shadow Weave Magic, any one metamagic feat, and Weapon Proficiency (any bladed weapon)
Class Skills
The class skills of the shadow rose (and the key ability scores for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (any)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Spot (Wis) and Tumble (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Class Features
All the following are class features for the shadow rose.
Weapon and Armor Proficiency: Shadow roses gain no additional weapon proficiency, but become proficient in light armor if they were not already (note that arcane spell failure still applies).
Spells per day: Every three levels of shadow rose, the character gains new spells as if they had also gained a level in a spellcasting class they belonged to before adding the prestige class. They do not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those granted by the class, etc.), except for an increased effective caster level. If a character had more than one spellcasting class before becoming a crazed cultist, they must decide which class she adds each level for purposes of determining spells per day.
Shadow Aura (Su): Three times per day, the shadow rose can call all of the shadows in a 60ft radius to serve him as a shield as a move-equivalent action. In addition to the bizarre effect of nothing casting a shadow in a 60ft radius, these shadows provide the shadow rose a deflection bonus to Armor Class, and a competence bonus to all Hide and Move Silently checks. At 1st level, the bonus is +1, and it rises to +2 at 5th level and +4 at 10th level. At 10th level, the aura also provides the shade rose with a 20% miss chance. The shadow aura lasts for 2 rounds per class level.
Low-light Vision (Ex): At 2nd level, a shadow rose has adapted his eyes to the gloom of night, when Shar works her mayhem. He gains low-light vision.
Hide in Plain Sight (Su): At second level, a shadow rose becomes so adept at sneaking that they can use the Hide skill even when being observed. As long as they are within 10ft of a shadow (not their own, but the shadow aura counts), the shade rose can hide from view without having anything to hide behind.
Minor Infusion of Shadows (Su): At 3rd level, the shadow rose can use their ties to the Plane of Shadow to power their weaponry and weaken their foes. Once per day, he can add the strength-sapping enchantment to the weapon they wield for one round per class level as a full-round action. This enchantment stacks with any other enchantments their weapon may have.
Spell Power (Ex): At 4th level, the shadow rose adds +2 to the DCs of all Enchantment, Illusion and Necromancy spells he can cast. This stacks with the appropriate Spell Focus feats. At 8th level, the shade rose gains an additional +2, raising the total to +4.
Moderate Infusion of Shadows (Su): At 6th level, the shadow rose can use their ties to the Plane of Shadow to power their weaponry and spread darkness. Once per day, he can add the negative energy enchantment to the weapon they wield for one round per class level as a full-round action. This enchantment stacks with any other enchantments their weapon may have (including a minor infusion).
Eyes of Shadow (Ex): At 7th level, the shadow rose’s eyes turn completely black in color. He gains darkvision to 120 ft, and can see perfectly in all magical darkness, even that caused by deeper darkness spells. He also ignores 10% of the miss chances of enemies granted by cover or concealment (for example, a shadow rose suffers only a 10% miss chance for a blur spell or 40% for a displacement spell).
Major Infusion of Shadow (Su): At 9th level, the shadow rose can use their ties to the Plane of Shadow to power their weaponry and drain their foe’s souls. Once per day, he can add the souldrinker enchantment to the weapon they wield for one round per class level as a full-round action. This enchantment stacks with any other enchantments their weapon may have (including the minor and/or moderate infusions).
New Enchantments
Negative Energy: These weapons have the ability to cast darkness at 7th level once per day. The wielder of the weapon can see through the darkness, but her companions cannot. These weapons also deal +2d6 points of bonus negative energy damage in addition to their normal damage when they hit. Undead hit by these weapons heal a like amount of damage.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, darkness, negative energy ray; Market Price: +3 bonus.
Souldrinking* This melee weapon bestows one negative level each time it deals damage normally. When the wielder scores a critical hit with the weapon, it bestows two negative levels, and the wielder gains 1d8 temporary hit points and a +2 enhancement bonus to Strength. The temporary hit points and enchantment bonus fades after 1 hour. The DC to remove the negative levels (after 24 hours) is 23 (Fortitude).
Caster level: 17th; Prerequisites: Craft Magic Arms and Armor, death knell, energy drain; Market Price: +4 bonus
Strength-sapping* Every time a weapon with this enchantment deals damage, the target must succeed a Fortitude save (DC 16) or become exhausted.
Caster level: 9th; Prerequisites: Craft Magic Arms and Armor, enervation; Market Price: +2 bonus.
*: From the BOVD, replicated for convenience. Please don't sue me.
Demiurge out.
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