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Shadowcaster?

Shin Okada

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Do you have some experience on using Shadowcaster standard class in Tome of Magic, either as a PC or a NPC?

As my current campaign involves the Plane of Shadow and creatures from there, I am interested in using this class (possibly, shade shadowcaster villain). But reading through the class description, I am afraid of that Shadowcaster class is neither effective nor distinctive enough.

What is this class's edge? Any build suggestion for good villain NPCs?
 

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It's edge is that it's balanced and fair. The further you get into the life cycle of 3.5, the more reasonable the classes/feats/powers become. All the truly broken stuff is non-updated 3.0 material. If you want to be a shadow based guy:

Erudite: 5, Ectopic Adept: 5, Shadow Mind: 10.

Make sure to pick up the following:
Augment Summoning, Dual-Plane Summons, Ectopic Form, Advanced Construction, Boost Construct, Ecto Manipulation, Enhanced Construction
 

As you may know, the shadowcaster was the work of Ari Marmell, aka @Mouseferatu. Back in 2007, there was a discussion here on ENWorld about the class and Ari shared his thoughts on it. As I was interested in featuring shadowcasters in my campaign, I copied a couple of posts by Ari in which he presented some house rules (or "not even unofficial errata", call them what you will), based on the ongoing discussion. I recall the class working well for me but I cannot now recollect which of Ari's house rules in particular saw use in my game.

In case you might find them useful, I'll leave them here. Please note, however, that I only copied these two posts. Ari didn't make any further amends that I saw but his contribution to the greater discussion was more than you'll see here, and some of the rationale for his suggestions may not be included in the posts I copied.

Originally Posted by Mouseferatu
Okay, I've been giving this a lot of thought, taking into account what people here have been saying, as well as comments from other folks, and a few other RPG writers. The following alterations are what I'm currently considering. This is not official errata. This is not even unofficial errata. I may well change my mind on one or all of these, before I give my "final" stamp of approval on any tweaks to the class. (And of course, even once I do, it'll have no official weight.)

Now, this doesn't go as far as some of you have requested, but it's where I'd like to start. If some of you would like to volunteer to run a few playtest adventures with these changes in place, I'd very much love to know how it goes.

1) Grant bonus mysteries per day based on Int. These would work just like bonus spells. For instance, if your Int is 14, you can cast one extra mystery of 1st-level equivalent and one of 2nd-level equivalent per day. (Note that each mystery does give an equivalent level, even though you don't learn them by level.)

2) Eliminate the rule that says you have to take mysteries in a given Path in order. If you want to jump around, so as to broaden your versatility, you can. You must still have at least one mystery of any given level equivalent (1st, 2nd, etc.) before you can get a mystery of the next higher level within a type (Apprentice, Initiate, Master), but they need not come from the same Path.

3) Eliminate the rule that says you get a bonus feat equal to half the number of paths you have access to. Instead, you get a bonus feat equal to the total number of Paths you complete. Thus, while you are no longer required to take the entirety of a given Path, there's still encouragement to do so.

4) Allow the shadowcaster to swap out mysteries, like a sorcerer does spells, with the caveat that if you suddenly "un-complete" a Path, you lose a feat as well.

5) Once your Apprentice Mysteries become supernatural abilities, change the save DC from 10 + equivalent spell level + Cha to 10 + 1/2 caster level + Cha. This makes them useful even against high-HD opponents, and follows the pattern for other supernatural abilities.

(And BTW, the warp spell mystery shouldn't say that it allows a Will save. The caster level check determines success or failure.)

Now, be aware that I have not playtested the changes myself. I'm not running a game at present--my last campaign wrapped up a few weeks ago--nor am I currently playing a shadowcaster. I also haven't been able to devote too much time to considering them, as I've just wrapped up a huge gig for WotC, and am about to dive into a short one for Vampire, before (tentatively) starting another for WotC. So I'll be the first to admit, there might be repurcussions to these ideas that I haven't yet seen. I'm quite eager to hear any thoughts you folks have, and any results that might come up in play. As I've said before, the shadowcaster was my first attempt to design anything so fundamentally different from the standard classes, and I won't pretend it's perfect.

So let's make it perfect.

Originally Posted by Mouseferatu
I'll do you one better. I'll post the latest version, which has a few further tweaks from the one I posted a while back. It still needs playtesting, so I can't swear it's all going to work as written, but this where it stands now.

1) Charisma determines the DC to save against your mysteries. Intelligence determines the highest level mystery you can cast.

2) Grant bonus mysteries per day based on Charisma. These would work just like bonus spells. For instance, if your Cha is 14, you can cast one extra mystery of 1st-level equivalent and one of 2nd-level equivalent per day. (Note that each mystery does give an equivalent level, even though you don't learn them by level.)

3) Eliminate the rule that says you have to take mysteries in a given Path in order. If you want to jump around, so as to broaden your versatility, you can.

4) Within a category—Apprentice, Initiate, Master—you must have at least two mysteries of any given level before you can take any mysteries of the next higher level. For instance, you must have two 1st-level mysteries before you can take any 2nds, and at least two 2nds before you can take any 3rds.

5) Eliminate the rule that says you get a bonus feat equal to half the number of paths you have access to. Instead, you get a bonus feat equal to the total number of Paths you complete. Thus, while you are no longer required to take the entirety of a given Path, there's still encouragement to do so.

6) You may “swap out” mysteries, just as a sorcerer does spells known. If you “un-complete” a Path in this way, however, you lose access to the bonus feat you gained from completing that Path. (You can regain access by re-completing the Path, completing a different Path and choosing that feat as your new bonus, or selecting that feat as a normal feat at your next opportunity.)

7) Once your Apprentice Mysteries become supernatural abilities, change the save DC from 10 + equivalent spell level + Cha to 10 + 1/2 caster level + Cha. This makes them useful even against high-HD opponents, and follows the pattern for other supernatural abilities.
 

I remember that discussion, and I remember writing a fairly severe critique of the class. I felt that it was severely limited compared to the other caster classes in 3.5. I never had a chance to play the class, but on paper it didn't hold up in my opinion. That being said, it looks like Ari's update suggestions might really improve things. And as always, if you really are keen on the idea for some reason, you shouldn't let someone's mechanical comparisons sway you one way or another.
 

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