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Tome of Shadow (Shadow Magic Revitalization)
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<blockquote data-quote="Realms of Chaos" data-source="post: 3732446" data-attributes="member: 54946"><p><strong><span style="font-size: 22px">Shadowscout</span></strong></p><p><em>“I’ve never seen anything like it. They fought like a hivemind and rushed into the darkness.”</em></p><p>-Drael Fus, crystal guardian</p><p></p><p>The shadowcaster, almost in spite of itself, has always been quite adept at the role of a scout, at least compared to other spellcasters. Some shadowcasters, driven by necessity, </p><p>Have been forced to explore this road more thoroughly. By allowing their mysteries to atrophy, they gain the unique ability to link their consciousness with others, becoming one large mind. In addition, their studies include mundane imitations of common scouting techniques.</p><p></p><p><strong><span style="font-size: 18px">BECOMING A SHADOWSCOUT</span></strong></p><p>Given the prerequisites, shadowcasters can easily qualify for this class. On the other hand, cultists can meet the prerequisites with equal ease, although they gain slightly less from the class. Some multiclassing rogues, scouts, ninjas, and factotums also decide to take this class, although the strain of multiclass means that they seem even further delayed in terms of what they get from the class.</p><p><strong>Entry Requirements:</strong></p><p><strong>Skills:</strong> Search 4 ranks, Spot 8 ranks</p><p><strong>Feat:</strong> Shadow Vision or Shadow Reflection</p><p><strong>Mysteries:</strong> Ability to cast the Sight Eclipsed or Piercing Sight mystery</p><p></p><p><strong>Shadowscout Hit Die:d6</strong></p><p>[Code]Level BAB Fort Ref Will Special Mysteries</p><p>1 +0 +0 +2 +2 Trapfinding, Skirmish +1d6/+0 +1 level of existing mystery-using class</p><p>2 +1 +0 +3 +3 Shadowstep, Linksense</p><p>3 +2 +1 +3 +3 Skirmish +1d6/+1 +1 level of existing mystery-using class</p><p>4 +3 +1 +4 +4 Shadow Acuity</p><p>5 +3 +1 +4 +4 Umbral Hivemind, +1 level of existing mystery-using class</p><p> Skirmish +2d6/+1[/Code]</p><p><strong>Class Skills (8 + Int modifier per level): </strong>Balance, Bluff, Climb, Concentration, Disable Device, Hide, Intimidate, Jump, Knowledge (arcane), Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (the planes), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Swim, Tumble.</p><p></p><p><strong><span style="font-size: 18px">Class Features:</span></strong> The shadowscout specializes in reconnaissance, searching an area for traps, using enhanced senses and sending back what they know to their allies.</p><p></p><p><strong>Weapon and Armor Proficiencies:</strong> The Shadowscout gains proficiency with light armor and with one martial weapon, should they not already possess these proficiencies.</p><p></p><p><strong>Mysteries:</strong> At each odd level, you gain new mysteries and an increase in caster level as if you had also gained a level in your mystery using class. You do not gain any other benefits a character of that class would have gained. If you had more than one mystery-using class before becoming a Shadowscout, you must decide to which class to add each level.</p><p></p><p><strong>Trapfinding:</strong> Starting at 1st level, a Shadowscout gains trapfinding, as the rogue class feature.</p><p></p><p><strong>Skirmish (Ex):</strong> At 1st level, the Shadowscout gains the benefits of the skirmish ability, allowing them to deal an extra +1d6 damage on any attack made after moving at least 10 feet. The damage increases to +2d6 at 5th level. AT 3rd level, the Shadowscout gains +1 AC on any round in which they move at least 10 feet. This ability stacks with the skirmish abilities granted by any other class.</p><p></p><p><strong>Shadowstep (Su):</strong> Starting at 2nd level, the Shadowscout can use the Shadowstep fundamental at will as a swift action.</p><p></p><p><strong>Linksense (Su):</strong> Starting at 2nd level, a Shadowscout learns how to share their senses with another. At will, as a full-round action, they can link themselves to up to the indicated number of touched willing creatures. All such creatures share both an empathic link and a status effect amongst each member of the Linksense. The linksense lasts for 10 minutes/class level can include a number of other members up to the Shadowscout’s class level – 1.</p><p></p><p><strong>Shadow Acuity (Su):</strong> Starting at 4th level, a Shadowscout gains darkvision out to 60 feet, low-light vision, and blindsight out to 10 feet. Any other member of their Linksense gains these senses as well. These abilities overlap (do not stack) with similar abilities already possessed.</p><p></p><p><strong>Umbral Hivemind (Su):</strong> At 5th level, a Shadowscout and their linked targets are united as one. No individual linked to the Linksense can be flanked unless they all are. In addition, so long as a senselink is established, all of its members can communicate telepathically.</p><p></p><p><strong><span style="font-size: 18px">PLAYING A SHADOWSCOUT</span></strong></p><p>You have tamed shadow into a tool. Through it, you and your compatriots can accomplish perception, and coordination with great ease. You are not as studious as many practitioners of shadow magic, but you may still read a tome or two if they happen to fall into your lap. By the same logic, if you have nothing better to do, why not practice?</p><p>The Tenebrous Cabal alone seems to have no real place for you. After all, what could someone who favors secrecy over knowledge provide to such a society. The Nightshade Covenant has a decent minority of Shadowscouts in its midst. After all, who better to scout the surface at night and lead raiding parties? The Votaries of Vecna maintain positive connections with Shadowscouts, but very few of them are willing to go through death to join them officially.</p><p></p><p><strong><span style="font-size: 15px">COMBAT</span></strong></p><p>Your capabilities in combat are decent, but only if you have enough room to skirmish. Your true ability lies in coordinating others. By linking the senses of several creatures, the entire group detects any threat that one detects and the group can take out the threat together.</p><p></p><p><strong><span style="font-size: 15px">ADVANCEMENT</span></strong></p><p>Your capabilities are most likely learned, even if you have had less education than the average shadowcaster. It is unlikely that you have learned your abilities within a shadow organization. Rather, it is likely that you have practiced under another shadowscout. After all, many say that it is impossible to understand a linksense without going through one.</p><p>Continued advancement requires less practice and study than most, leaving more time open for other endeavors. While you are unlikely to learn the most powerful forms of shadow magic, you at least have the most useful variety for your field.</p><p>As you advance, the sparse choices of learned mysteries become more vital, although it is best to choose mysteries that can give you some form of battlefield or sensory advantage.</p><p></p><p><strong><span style="font-size: 15px">RESOURCES</span></strong></p><p>You tend to regard other shadowscouts with a bit of disdain. The more you meet, the more business in the area that is already taken. Besides, having two shadowscouts in a group adds nothing that having one shadowscout did not already provide. You’ll likely want any piece of equipment that can increase your stealth, be it a scroll, potion, or wondrous item.</p><p></p><p><strong><span style="font-size: 18px">SHADOWSCOUTS IN THE WORLD</span></strong></p><p><em>“You’ll never find a shadow in the night.”</em></p><p> -Matius Gambry, Shadowscout</p><p></p><p>For ages, there have been stories of scoundrels able to coordinate tremendous works, compensating and accounting for each and every problem along the way. The shadowscout is the perfect path for player who want to be that person, for by linking senses with their party, any problem can be instantly identified and fixed.</p><p></p><p><strong><span style="font-size: 15px">DAILY LIFE</span></strong></p><p>A shadowscout’s daily activity is anything but daily. Most of them choose to rest during the day, and work during the night. They spend at least some time practicing their powers, if not studying. The rest of the time is spent on their particular jobs, which might be for their employer or of their own design.</p><p></p><p><strong><span style="font-size: 15px">NOTABLES</span></strong></p><p>As Shadowscouts need to remain secret to be of any use, neither they nor their employers see any need to give them notoriety. Some, however, have become well-known among possible employers. One would be Matius Gambry, who is known to never have failed a task thus far. Another is Waylen Burgren, who somehow managed to acquire the <em>sphere of annihilation</em> for Crestian, leader of the Votaries of Vecna. It is rumored that he is currently looking for a matching talisman of the sphere.</p><p>As shadowscouts usually work in groups and rely on teamwork, it is not unheard of for shadowscouts to develop permanent teams who in turn gain status. These teams, however, are often more easily discovered than individual shadowscouts.</p><p></p><p><strong><span style="font-size: 15px">ORGANIZATION</span></strong></p><p>The Tenebrous Cabal is weary of you. You have dedicated much more of your time to deception and secrecy than to your practice of shadow magic, making you more of a liability than an asset in most cases, although it is still possible to join. The Nightshade Covenant keeps a decent amount of shadowscouts at hand, ready to plan for future raids by moonlight alone. The Votaries of Vecna respect the combination of shadow magic and secrecy that a shadowscout possesses and typically pays shadowscouts a bit more than they would pay others for the same job. Although some shadowscouts find themselves in the regular employ of the Votary, very few want to join, as doing so would involve their own death. Nonetheless, there are rumors of a small handful of necropolitan shadowscouts within their midst.</p><p></p><p><strong><span style="font-size: 15px">NPC REACTIONS:</span></strong></p><p>The vast majority of people react to shadowscouts with a combination of the distrust they feel towards spies and the suspicion with which they view shadow magic. This is only if they know the shadowscout’s identity, however. Most individuals see them as regular shadowcasters, spellcasters, rogues, or scouts, providing a wide variety of views. shadowcasters try to remain indifferent towards shadowscouts, seeing them both as wasted potential and as potentially useful tools.</p><p></p><p><strong><span style="font-size: 18px">SHADOWSCOUT LORE</span></strong></p><p>Characters with ranks in Knowledge (arcane) or Knowledge (the planes) can research shadowscouts to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.</p><p><strong>DC 10:</strong> A shadowscout uses the power of shadow to accomplish greatly coordinated acts of thievery and reconnaissance. </p><p><strong>DC 15:</strong> A shadowscout is able to unite the consciousnesses of several individuals through a process called a linksense, allowing greater coordination among their accomplices.</p><p><strong>DC 20:</strong> Although they benefit from improved stealth, a shadowscout’s casting ability is greatly decreased.</p><p> A bardic knowledge check or a Gather Information check can reveal the same information as these Knowledge checks, but in each case the DC is 5 higher than the given value.</p><p></p><p><strong><span style="font-size: 18px">SHADOWSCOUTS IN THE GAME</span></strong></p><p>Shadowscouts make it their business to be well-kept secrets, and it is indeed hard to detect their unique talents, meaning that it should not surprise players that they have not fought any in the past. In fact, they may well have fought one but did not know it.</p><p>As long as there are buildings to be looted, tactics to be formed, and team mates to stand by, a player should not end up thinking that their levels of shadowscout were wasted.</p><p></p><p><strong><span style="font-size: 15px">ADAPTATION</span></strong></p><p>Shadowscouts can exist in settings that do not use shadow magic, requiring very little alteration. Shadowscouts make very few references to shadow magic through their class features, so it is possible to have their power originate from arcane magic, divine magic, or just about any other source from which supernatural abilities can be derived.</p><p></p><p><strong><span style="font-size: 15px">SAMPLE ENCOUNTER:</span></strong></p><p>Encounters with Shadowscouts should focus highly on calculated tactics. While a Shadowscout on their own can put up a decent fight, they are at their best when they are directing others in combat.</p><p><strong>EL 10:</strong> Nackalais Teveren has been causing trouble among the dwarves. A cultist of Garl Glittergold, he believes that his god endorses pranks upon the other gods, including Moradin. He and a small group of cultists have been scouting out the nearby shrines of Moradin and are trying to determine how to best proceed. </p><p><strong>Nackalais Teveren CR 10</strong></p><p>Male Dwarf Cultist 5/Shadowscout 5</p><p>TN Medium humanoid (dwarf)</p><p><strong>Init</strong> +0; <strong>Senses</strong> Darkvision 60 feet; Listen +2, Spot +10</p><p><strong>Languages</strong> Common, Dwarven</p><p><strong>AC</strong> 15, touch 10, flat-footed 15</p><p><strong>hp</strong> 62 (10 HD)</p><p><strong>Fort</strong> +5, <strong>Ref</strong> +9, <strong>Will</strong> +11</p><p><strong>Speed</strong> 20 ft. (6 squares)</p><p><strong>Melee</strong> +1 warhammer +7 (1d8+1/x3)</p><p><strong>Ranged</strong> +1 Heavy crossbow +7 (1d10+1/19-20)</p><p><strong>Base Atk</strong> +6 ; <strong>Grp</strong> +6</p><p><strong>Atk Options:</strong> Skirmish +2d6/+1</p><p><strong>Special Actions</strong> Shadow vision, enlarge mystery, patron’s gift, Linksense</p><p><strong>Combat Gear</strong> <em>1 orb of shadow</em> (apprentice 1st)</p><p><strong>Mysteries Known</strong> (CL 8th)</p><p>Apprentice paths:</p><p>2nd—Piercing Sight (spell, 2/day), Black Fire (spell, 2/day)</p><p>1st—Bend Perspective (spell, 2/day), Carpet of Shadow (spell, 2/day)</p><p>Fundamentals</p><p>0—Shadowstep (spell-like, at will), Trick of the Light (spell-like, at will, DC 11)</p><p><strong>Abilities</strong> Str 10, Dex 11, Con 14, Int 10, Wis 15, Cha 12</p><p><strong>SQ</strong> stability, stonecunning, trapfinding, shadow guardian (hidden faith), umbral acuity, umbral hivemind. </p><p><strong>Feats</strong> Shadow Vision, Path Focus (Dark Terrain), Greater Path Focus (Dark Terrain), Enlarge Mystery, True Believer</p><p><strong>Skills</strong> Disable Device +9, Hide +17, Move Silently +17, Search +13, Spot +10</p><p><strong>Possessions</strong> combat gear plus <em>+1 Warhammer</em>, <em>+1 Heavy Crossbow</em> with 20 bolts, <em>Cloak of resistance +1</em>, <em>+1 Shadow, Silent Moves Chain Shirt</em>, 800 gp.</p></blockquote><p></p>
[QUOTE="Realms of Chaos, post: 3732446, member: 54946"] [B][SIZE="6"]Shadowscout[/SIZE][/B] [I]“I’ve never seen anything like it. They fought like a hivemind and rushed into the darkness.”[/I] -Drael Fus, crystal guardian The shadowcaster, almost in spite of itself, has always been quite adept at the role of a scout, at least compared to other spellcasters. Some shadowcasters, driven by necessity, Have been forced to explore this road more thoroughly. By allowing their mysteries to atrophy, they gain the unique ability to link their consciousness with others, becoming one large mind. In addition, their studies include mundane imitations of common scouting techniques. [B][SIZE="5"]BECOMING A SHADOWSCOUT[/SIZE][/B] Given the prerequisites, shadowcasters can easily qualify for this class. On the other hand, cultists can meet the prerequisites with equal ease, although they gain slightly less from the class. Some multiclassing rogues, scouts, ninjas, and factotums also decide to take this class, although the strain of multiclass means that they seem even further delayed in terms of what they get from the class. [B]Entry Requirements:[/B] [B]Skills:[/B] Search 4 ranks, Spot 8 ranks [B]Feat:[/B] Shadow Vision or Shadow Reflection [B]Mysteries:[/B] Ability to cast the Sight Eclipsed or Piercing Sight mystery [B]Shadowscout Hit Die:d6[/B] [Code]Level BAB Fort Ref Will Special Mysteries 1 +0 +0 +2 +2 Trapfinding, Skirmish +1d6/+0 +1 level of existing mystery-using class 2 +1 +0 +3 +3 Shadowstep, Linksense 3 +2 +1 +3 +3 Skirmish +1d6/+1 +1 level of existing mystery-using class 4 +3 +1 +4 +4 Shadow Acuity 5 +3 +1 +4 +4 Umbral Hivemind, +1 level of existing mystery-using class Skirmish +2d6/+1[/Code] [B]Class Skills (8 + Int modifier per level): [/B]Balance, Bluff, Climb, Concentration, Disable Device, Hide, Intimidate, Jump, Knowledge (arcane), Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (the planes), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Swim, Tumble. [B][SIZE="5"]Class Features:[/SIZE][/B] The shadowscout specializes in reconnaissance, searching an area for traps, using enhanced senses and sending back what they know to their allies. [B]Weapon and Armor Proficiencies:[/B] The Shadowscout gains proficiency with light armor and with one martial weapon, should they not already possess these proficiencies. [B]Mysteries:[/B] At each odd level, you gain new mysteries and an increase in caster level as if you had also gained a level in your mystery using class. You do not gain any other benefits a character of that class would have gained. If you had more than one mystery-using class before becoming a Shadowscout, you must decide to which class to add each level. [B]Trapfinding:[/B] Starting at 1st level, a Shadowscout gains trapfinding, as the rogue class feature. [B]Skirmish (Ex):[/B] At 1st level, the Shadowscout gains the benefits of the skirmish ability, allowing them to deal an extra +1d6 damage on any attack made after moving at least 10 feet. The damage increases to +2d6 at 5th level. AT 3rd level, the Shadowscout gains +1 AC on any round in which they move at least 10 feet. This ability stacks with the skirmish abilities granted by any other class. [B]Shadowstep (Su):[/B] Starting at 2nd level, the Shadowscout can use the Shadowstep fundamental at will as a swift action. [B]Linksense (Su):[/B] Starting at 2nd level, a Shadowscout learns how to share their senses with another. At will, as a full-round action, they can link themselves to up to the indicated number of touched willing creatures. All such creatures share both an empathic link and a status effect amongst each member of the Linksense. The linksense lasts for 10 minutes/class level can include a number of other members up to the Shadowscout’s class level – 1. [B]Shadow Acuity (Su):[/B] Starting at 4th level, a Shadowscout gains darkvision out to 60 feet, low-light vision, and blindsight out to 10 feet. Any other member of their Linksense gains these senses as well. These abilities overlap (do not stack) with similar abilities already possessed. [B]Umbral Hivemind (Su):[/B] At 5th level, a Shadowscout and their linked targets are united as one. No individual linked to the Linksense can be flanked unless they all are. In addition, so long as a senselink is established, all of its members can communicate telepathically. [B][SIZE="5"]PLAYING A SHADOWSCOUT[/SIZE][/B] You have tamed shadow into a tool. Through it, you and your compatriots can accomplish perception, and coordination with great ease. You are not as studious as many practitioners of shadow magic, but you may still read a tome or two if they happen to fall into your lap. By the same logic, if you have nothing better to do, why not practice? The Tenebrous Cabal alone seems to have no real place for you. After all, what could someone who favors secrecy over knowledge provide to such a society. The Nightshade Covenant has a decent minority of Shadowscouts in its midst. After all, who better to scout the surface at night and lead raiding parties? The Votaries of Vecna maintain positive connections with Shadowscouts, but very few of them are willing to go through death to join them officially. [B][SIZE="4"]COMBAT[/SIZE][/B] Your capabilities in combat are decent, but only if you have enough room to skirmish. Your true ability lies in coordinating others. By linking the senses of several creatures, the entire group detects any threat that one detects and the group can take out the threat together. [B][SIZE="4"]ADVANCEMENT[/SIZE][/B] Your capabilities are most likely learned, even if you have had less education than the average shadowcaster. It is unlikely that you have learned your abilities within a shadow organization. Rather, it is likely that you have practiced under another shadowscout. After all, many say that it is impossible to understand a linksense without going through one. Continued advancement requires less practice and study than most, leaving more time open for other endeavors. While you are unlikely to learn the most powerful forms of shadow magic, you at least have the most useful variety for your field. As you advance, the sparse choices of learned mysteries become more vital, although it is best to choose mysteries that can give you some form of battlefield or sensory advantage. [B][SIZE="4"]RESOURCES[/SIZE][/B] You tend to regard other shadowscouts with a bit of disdain. The more you meet, the more business in the area that is already taken. Besides, having two shadowscouts in a group adds nothing that having one shadowscout did not already provide. You’ll likely want any piece of equipment that can increase your stealth, be it a scroll, potion, or wondrous item. [B][SIZE="5"]SHADOWSCOUTS IN THE WORLD[/SIZE][/B] [I]“You’ll never find a shadow in the night.”[/I] -Matius Gambry, Shadowscout For ages, there have been stories of scoundrels able to coordinate tremendous works, compensating and accounting for each and every problem along the way. The shadowscout is the perfect path for player who want to be that person, for by linking senses with their party, any problem can be instantly identified and fixed. [B][SIZE="4"]DAILY LIFE[/SIZE][/B] A shadowscout’s daily activity is anything but daily. Most of them choose to rest during the day, and work during the night. They spend at least some time practicing their powers, if not studying. The rest of the time is spent on their particular jobs, which might be for their employer or of their own design. [B][SIZE="4"]NOTABLES[/SIZE][/B] As Shadowscouts need to remain secret to be of any use, neither they nor their employers see any need to give them notoriety. Some, however, have become well-known among possible employers. One would be Matius Gambry, who is known to never have failed a task thus far. Another is Waylen Burgren, who somehow managed to acquire the [I]sphere of annihilation[/I] for Crestian, leader of the Votaries of Vecna. It is rumored that he is currently looking for a matching talisman of the sphere. As shadowscouts usually work in groups and rely on teamwork, it is not unheard of for shadowscouts to develop permanent teams who in turn gain status. These teams, however, are often more easily discovered than individual shadowscouts. [B][SIZE="4"]ORGANIZATION[/SIZE][/B] The Tenebrous Cabal is weary of you. You have dedicated much more of your time to deception and secrecy than to your practice of shadow magic, making you more of a liability than an asset in most cases, although it is still possible to join. The Nightshade Covenant keeps a decent amount of shadowscouts at hand, ready to plan for future raids by moonlight alone. The Votaries of Vecna respect the combination of shadow magic and secrecy that a shadowscout possesses and typically pays shadowscouts a bit more than they would pay others for the same job. Although some shadowscouts find themselves in the regular employ of the Votary, very few want to join, as doing so would involve their own death. Nonetheless, there are rumors of a small handful of necropolitan shadowscouts within their midst. [B][SIZE="4"]NPC REACTIONS:[/SIZE][/B] The vast majority of people react to shadowscouts with a combination of the distrust they feel towards spies and the suspicion with which they view shadow magic. This is only if they know the shadowscout’s identity, however. Most individuals see them as regular shadowcasters, spellcasters, rogues, or scouts, providing a wide variety of views. shadowcasters try to remain indifferent towards shadowscouts, seeing them both as wasted potential and as potentially useful tools. [B][SIZE="5"]SHADOWSCOUT LORE[/SIZE][/B] Characters with ranks in Knowledge (arcane) or Knowledge (the planes) can research shadowscouts to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs. [B]DC 10:[/B] A shadowscout uses the power of shadow to accomplish greatly coordinated acts of thievery and reconnaissance. [B]DC 15:[/B] A shadowscout is able to unite the consciousnesses of several individuals through a process called a linksense, allowing greater coordination among their accomplices. [B]DC 20:[/B] Although they benefit from improved stealth, a shadowscout’s casting ability is greatly decreased. A bardic knowledge check or a Gather Information check can reveal the same information as these Knowledge checks, but in each case the DC is 5 higher than the given value. [B][SIZE="5"]SHADOWSCOUTS IN THE GAME[/SIZE][/B] Shadowscouts make it their business to be well-kept secrets, and it is indeed hard to detect their unique talents, meaning that it should not surprise players that they have not fought any in the past. In fact, they may well have fought one but did not know it. As long as there are buildings to be looted, tactics to be formed, and team mates to stand by, a player should not end up thinking that their levels of shadowscout were wasted. [B][SIZE="4"]ADAPTATION[/SIZE][/B] Shadowscouts can exist in settings that do not use shadow magic, requiring very little alteration. Shadowscouts make very few references to shadow magic through their class features, so it is possible to have their power originate from arcane magic, divine magic, or just about any other source from which supernatural abilities can be derived. [B][SIZE="4"]SAMPLE ENCOUNTER:[/SIZE][/B] Encounters with Shadowscouts should focus highly on calculated tactics. While a Shadowscout on their own can put up a decent fight, they are at their best when they are directing others in combat. [B]EL 10:[/B] Nackalais Teveren has been causing trouble among the dwarves. A cultist of Garl Glittergold, he believes that his god endorses pranks upon the other gods, including Moradin. He and a small group of cultists have been scouting out the nearby shrines of Moradin and are trying to determine how to best proceed. [B]Nackalais Teveren CR 10[/B] Male Dwarf Cultist 5/Shadowscout 5 TN Medium humanoid (dwarf) [B]Init[/B] +0; [B]Senses[/B] Darkvision 60 feet; Listen +2, Spot +10 [B]Languages[/B] Common, Dwarven [B]AC[/B] 15, touch 10, flat-footed 15 [B]hp[/B] 62 (10 HD) [B]Fort[/B] +5, [B]Ref[/B] +9, [B]Will[/B] +11 [B]Speed[/B] 20 ft. (6 squares) [B]Melee[/B] +1 warhammer +7 (1d8+1/x3) [B]Ranged[/B] +1 Heavy crossbow +7 (1d10+1/19-20) [B]Base Atk[/B] +6 ; [B]Grp[/B] +6 [B]Atk Options:[/B] Skirmish +2d6/+1 [B]Special Actions[/B] Shadow vision, enlarge mystery, patron’s gift, Linksense [B]Combat Gear[/B] [I]1 orb of shadow[/I] (apprentice 1st) [B]Mysteries Known[/B] (CL 8th) Apprentice paths: 2nd—Piercing Sight (spell, 2/day), Black Fire (spell, 2/day) 1st—Bend Perspective (spell, 2/day), Carpet of Shadow (spell, 2/day) Fundamentals 0—Shadowstep (spell-like, at will), Trick of the Light (spell-like, at will, DC 11) [B]Abilities[/B] Str 10, Dex 11, Con 14, Int 10, Wis 15, Cha 12 [B]SQ[/B] stability, stonecunning, trapfinding, shadow guardian (hidden faith), umbral acuity, umbral hivemind. [B]Feats[/B] Shadow Vision, Path Focus (Dark Terrain), Greater Path Focus (Dark Terrain), Enlarge Mystery, True Believer [B]Skills[/B] Disable Device +9, Hide +17, Move Silently +17, Search +13, Spot +10 [B]Possessions[/B] combat gear plus [I]+1 Warhammer[/I], [I]+1 Heavy Crossbow[/I] with 20 bolts, [I]Cloak of resistance +1[/I], [I]+1 Shadow, Silent Moves Chain Shirt[/I], 800 gp. [/QUOTE]
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Tome of Shadow (Shadow Magic Revitalization)
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