T O P I C R E V I E W |
Copper Elven Vampire |
Posted - 12 Dec 2009 : 18:55:30 I thought I'd create a Shadow Mage that uses a different conduit than the Shadow Weave. All comments and critique are welcome.
The Shadowmage
The places where light and darkness meet have long symbolized opposition and balance. The clash of good and evil, even of chaos and law. The School of Shadow teaches mages to use these contrasts to reach the secret source and union of all shadow and harness its power. Shadow mages tend to be grim sentinels who have exchanged the bright spark of a normal existence for the power of twilight and darkness. Very few shadow mages are of good alignment; a great number are neutral, and some have embraced the darkness completely and turned to ways of evil.
Shadow mages are closely tied to the Plane of Shadow. They have discovered that every shadow in Faerun has a mystic connection or source in Shadowland. A wizard with skill and a strong heart can use the most mundane shadows as a doorway to this realm of dusk and darkness, calling forth its powers for their own purposes. A number of shadow mages eventually become shades, or creatures whose physical forms have been completely replaced by shadow-stuff, although this doesn't happen to player character shadow mages except in extraordinary circumstances.
In addition to the normal advantages and penalties associated with specializing in a school of magic, a shadow mage's effectiveness is tied to the lighting condition at the time he casts a spell from this school. Naturally, shadow mages are weakest in broad daylight and progressively stronger in weak daylight or dusk, partial darkness and finally complete darkness. It's not the strength of a shadow, but instead the overall absence of light that strengthens the connection to the plane of gloom.
Hit Die: d4.
Requirements: To qualify to become a Shadowmage, a character must fulfill all the following criteria.
Skills: Concentration 8 ranks, Knowledge (Arcana) 8 ranks, Spellcraft 8 ranks.
Feats: Spell Focus (Shadow), any metamagic feat.
Spellcasting: Ability to cast 3'rd level arcane spells.
Special: The character must have visited the Plane of Shadow and have knowledge of its history and its inhabitants.
Class Skills: Bluff, Concentration, Craft, Disguise, Hide, Knowledge (all), Profession, Spellcraft. Class Features:
Weapon & Armor Proficiency. The Shadowmage gains no proficiency with any weapons or armor.
Spells per day: A Shadowmages' training focuses on magic. Thus, when a character gains a new level of Shadowmage, she gains new spells per day as if she also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not however gain any other benefit a character of that class would have gained.
Shadow Mastery: At 1'st level the Shadowmage gains +1 Caster Level to all spells cast in the Sub-school of Shadow. Furthermore you also gain +1 Caster Level with all spells cast with the Darkness descriptor. This ability increases to +2 Caster Level at 5'th level, and +3 Caster Level at 10'th level.
Advanced Shadow Learning: At 2nd level, a Shadowmage can add a new spell to his spell list or spellbook, representing the result of personal study and experimentation with the essence of Shadow Magic. The spells must have the Shadow or Darkness sub-descriptor and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list. You gain a new spell at 4th, 6th, 8th, and 10th level.
Bonus Feat: At 2'nd level the Shadowmage gains a bonus feat. This must be a metamagic feat.
Shadow Armor: At 3'rd level, you can summon shadows to surround you in a black aura that injures creatures that make contact with it. Any creature striking you with its body or a hand held weapon take 1d4 hit points of damage +1 point per 2 caster levels, Will saving throw negates (DC = 15 + Int modifier.) If the creature has Spell resistance, it applies to the damage. This spell-like ability takes a standard action and lasts 1 round/level. It may only be used once a day.
Insidious Shadows: At 4'th level, when casting spells from the Sub-school of Shadow, or with the Darkness descriptor while under starlight or in total darkness, your opponents receive a -4 penalty to their Saving Throws against these spells..
Improved Shadow Mastery: At 5'th level You gain +2 caster level to all spells cast in the sub-school of shadow, and spells with the Darkness descriptor.
Improved Darkvision: At 6'th level the Shadowmage gains Darkvision up to 120 feet, and can see through all forms of magical darkness.
Shadow Resistance: At 7'th level the Shadowmage gains Spell Resistance equal to 12 + caster level against all spells while she's within 10 feet of some sort of shadow or darkness.
Bonus Feat: At 8'th level the Shadowmage gains a bonus feat. This must be a metamagic feat.
Shadow Double: At 9'th level, once per day, the Shadowmage can use a standard action to create a double of himself woven from shadowstuff. The double has the ability scores, base AC, hit points, saves, and attack bonuses of its creator, but no equipment. (Any apparent clothing or equipment is nonfunctional.) Since it can use anything its creator can, the double can attack the creator's enemies if given a weapon or item with which to do so. Alternatively, it can function as the target of a project image spell, duplicating the crator's actions and functioning as the origin of the creator's spells when it is within his direct line of sight. Mentally commanding the double is a free action. Using it as the originator of a spell counts as an action of the sort needed to cast the spell for both the creator and the double. Causing either the creator or the double to leave the plane they share dismisses the double. The double lasts 1 round per caster level. The death of the double does not affect the shadow adept or vice versa. If the creator dies the shadow double still lasts until its duration expires.
Superior Shadow Mastery: At 10'th level you gain +3 caster level to all spells cast in the sub-school of shadow, and spells with the Darkness descriptor.
CL-BAB-FS-RS-WS-Special- Spells per day
1'st-+0-+0-+0-+2- Shadow Mastery - +1 level
2'nd-+1-+0-+0-+3- Advanced shadow learning. Bonus Metamagic feat - +1 level
3'rd-+1-+1-+1-+3- Shadow Armor - +1 level 4'th-+2-+1-+1-+4- Insidious Shadows - +1 level
5'th-+2-+1-+1-+4- Improved Shadow Mastery - +1 level
6'th-+3-+2-+2-+5- Improved Darkvision - +1 level
7'th-+3-+2-+2-+5- Shadow Resistance - +1 level
8'th-+4-+2-+2-+6- Bonus metamagic feat - +1 level
9'th-+4-+3-+3-+6- Shadow Double - +1 level
10'th-+5-+3-+3-+7- Superior Shadow Mastery - +1 level
Helped by Diffan on Advanced Shadow Learning. |
20 L A T E S T R E P L I E S (Newest First) |
Copper Elven Vampire |
Posted - 28 Nov 2010 : 17:17:13 I will be getting to this today. Sorry for such a long wait. |
Copper Elven Vampire |
Posted - 12 Aug 2010 : 07:38:15 Excellent work my friends, excellent!
On my next day off I'll add the suggestions you've both been so kind to offer. Thanks for help on a wicked killer PrC. ;) |
dwarvenranger |
Posted - 10 Jan 2010 : 15:12:44 So now we're on the same page . There ya go CEV, one throughly picked apart PrC. |
Diffan |
Posted - 10 Jan 2010 : 09:18:09 quote: Originally posted by dwarvenranger
I think that allowing it to be used multiple times per day, which I'm recommending, increases the usefulness. Really, how many battles go on for 10 rounds? So as it stands, you're wasting it if it doesn't.
Ah, now I see. Sorry I had a brain-fart, lol. Yea, I could see the usefulness of multipul rounds vs. 1/day with a limited duration. But "de-activating" the armor should be a free action and I still feel it should do more damage and possibly scale the DC or have it be save for 1/2 damage. |
dwarvenranger |
Posted - 07 Jan 2010 : 15:34:19 quote: Originally posted by Diffan
quote: I don't think the ability should be that limited. It's usage is only 1/day for a max of 10 rounds, assuming the 1 round/level is based only on the Shadowmage levels. That being said, the damage output only max's out at 1d4+10 and it's a standard action to activate. On top of that there is a Will save. If anything, I'd suggest the damage be made higher or progress with levels.
I think that allowing it to be used multiple times per day, which I'm recommending, increases the usefulness. Really, how many battles go on for 10 rounds? So as it stands, you're wasting it if it doesn't.
[quote] Well looking at the class I'm pretty sure it's designed for an arcane spellcaster such as the sorcerer or wizard, but yes, it gives the spellcaster access to spells outside their respective spell list. Quite a few good darkness/shadow spells are Assassin and Cleric spells but the field is so focused, I don't see a problem with with allowing the cross-over.
I'm fine with that, good idea actually, just want to make sure I understood properly. |
Diffan |
Posted - 07 Jan 2010 : 15:02:32 quote: Originally posted by dwarvenranger
Okay then, but I'd recommend the ability to break it up into rounds/day
I don't think the ability should be that limited. It's usage is only 1/day for a max of 10 rounds, assuming the 1 round/level is based only on the Shadowmage levels. That being said, the damage output only max's out at 1d4+10 and it's a standard action to activate. On top of that there is a Will save. If anything, I'd suggest the damage be made higher or progress with levels.
quote: Originally posted by dwarvenranger
Well I certainly wouldn't allow a character use his own shadow, but if it doesn't specify some munchkin's gonna point that out...
True, people do love to murder the game through loopholes.
quote: Originally posted by dwarvenranger
Certainly I don't think that it was too powerful at that level, quite the opposite actually. I think that someone who deals with darkness should be able to see through it better earlier. That's why I recommended 60' at first level.
Ah, now I see. Yea I can agree with 60 ft. darkvision at 1st/2nd level and then it reaches to 120 ft. at 6th level. Good suggestion.
quote: Originally posted by dwarvenranger
So you're saying that a cleric could add sorcerer/wizard spells to his spell list and vice versa?
Well looking at the class I'm pretty sure it's designed for an arcane spellcaster such as the sorcerer or wizard, but yes, it gives the spellcaster access to spells outside their respective spell list. Quite a few good darkness/shadow spells are Assassin and Cleric spells but the field is so focused, I don't see a problem with with allowing the cross-over. |
dwarvenranger |
Posted - 06 Jan 2010 : 18:16:23 Originally posted by Diffan
quote: I think the Shadow Mastery, Imp. Shadow Mastery, and Sup. Shadow Mastery cap at +3 at level 10. It's just noted twice in the description, I believe.
I figured it overlapped but since it was called 3 different things I wasn't for sure. I'd just write it up Shadow Mastery +1, Shadow Mastery +2, and Shadow Mastery +3.
quote: Subtract. If a creature with SR 15 attacks the Shadow Armor then 15 damage is negated but any additional damage goes through (on a failed save).
Okay then, but I'd recommend the ability to break it up into rounds/day
quote: Good question. I'd suggest that it wouldn't work because then the character would always have SR at all times. Think more along the lines of the Shadowdancer not being allowed to use it's own shadow for some advice on balance.
Well I certainly wouldn't allow a character use his own shadow, but if it doesn't specify some munchkin's gonna point that out...
quote: Well, 120ft improved dark vision isn't all that game breaking ability, espically at 6th level (11th character level at the earliest) and it scales with spells/abilities of other classes. Plus the ability to see through any form of magical darkness is a good effect. I think it's within balance.
Certainly I don't think that it was too powerful at that level, quite the opposite actually. I think that someone who deals with darkness should be able to see through it better earlier. That's why I recommended 60' at first level.
quote: When I suggested it, I meant for you to add it to your spells known list taken from other classes spell known lists (cleric, druid, sor/wiz, etc...)
So you're saying that a cleric could add sorcerer/wizard spells to his spell list and vice versa?
|
Diffan |
Posted - 06 Jan 2010 : 14:53:49 quote: Originally posted by dwarvenranger
Okay, a few questions:
Does Improved Shadow Mastery stack with Shadow Mastery? So at 5th level you would have a +3 on shadow and darkness spells? Does Superior Shadow Mastery stack with Improved Shadow Mastery and Shadow Mastery so at 10th level you would have a +8 CL to those spells?
I think the Shadow Mastery, Imp. Shadow Mastery, and Sup. Shadow Mastery cap at +3 at level 10. It's just noted twice in the description, I believe.
quote: Originally posted by dwarvenranger
Does a creature subtract it's SR from Shadow armor or does SR just negate it?
Subtract. If a creature with SR 15 attacks the Shadow Armor then 15 damage is negated but any additional damage goes through (on a failed save).
quote: Originally posted by dwarvenranger
Does a creature's own shadow count for Shadow resistance?
Good question. I'd suggest that it wouldn't work because then the character would always have SR at all times. Think more along the lines of the Shadowdancer not being allowed to use it's own shadow for some advice on balance.
quote: Originally posted by dwarvenranger
Why just go immediately to 120' with the Improved Darkvision? Why not have then get 60' at 1st level then raise it at 6th?
Well, 120ft improved dark vision isn't all that game breaking ability, espically at 6th level (11th character level at the earliest) and it scales with spells/abilities of other classes. Plus the ability to see through any form of magical darkness is a good effect. I think it's within balance.
quote: Originally posted by dwarvenranger
For the advanced shadow learning, I'm guessing that when you say added to spell list, you mean spells known list right? Or does a player create all new shadow spells (which would be pretty cool, but most players don't want the hassle).
When I suggested it, I meant for you to add it to your spells known list taken from other classes spell known lists (cleric, druid, sor/wiz, etc...)
quote: Originally posted by dwarvenranger
I think that a few ranks in knowledge (planes) would be a good prereq.
Yea, I second this. Maybe 3 to 5 ranks max.
quote: Originally posted by dwarvenranger
I like the Shadow double although I would probably have it so that a 9th level Shadow mage could have it hang around up to 14 rounds a day broken up as he sees fit (minimum 1 rd).
Agreed. It could work sorta like the Shadow Adept's shadow shield ability where it works so many rounds = to your caster level or Shadowmage level + Int modifier? |
dwarvenranger |
Posted - 05 Jan 2010 : 02:05:30 Okay, a few questions:
Are these abilites SU/SP/or EX?
Does Improved Shadow Mastery stack with Shadow Mastery? So at 5th level you would have a +3 on shadow and darkness spells? Does Superior Shadow Mastery stack with Improved Shadow Mastery and Shadow Mastery so at 10th level you would have a +8 CL to those spells?
Does a creature subtract it's SR from Shadow armor or does SR just negate it?
Does a creature's own shadow count for Shadow resistance?
Why just go immediately to 120' with the Improved Darkvision? Why not have then get 60' at 1st level then raise it at 6th?
For the advanced shadow learning, I'm guessing that when you say added to spell list, you mean spells known list right? Or does a player create all new shadow spells (which would be pretty cool, but most players don't want the hassle).
I think that a few ranks in knowledge (planes) would be a good prereq.
I like the Shadow double although I would probably have it so that a 9th level Shadow mage could have it hang around up to 14 rounds a day broken up as he sees fit (minimum 1 rd).
Overall good job mate.
|
Diffan |
Posted - 27 Dec 2009 : 14:24:11 Here's the shadow ogre mage.
Shadow Ogre Mage; CR 10 hp 63 (6 HD) _____________________________________________________________________ CE Large outsider (evil, extraplanar) Init +4; Senses darkvision 90 feet, low-light vision; Perception +11 Languages: Common, Giant _____________________________________________________________________ AC 20, touch 9, flat-footed 20 (+6 armor, +5 natural, -1 size) Resist cold 10 SR 19 Fort +10, Ref +4, Will +6 _____________________________________________________________________ Speed 60 ft. (12 squares); fly 60 ft. (good) Melee +1 large greatsword +9 (3d6+8/19-20) Ranged +1 large longbow +4 (2d6+1/x3) Space 10 ft; Reach 10 ft. Base Atk +4; CMB +13 Combat Gear 1 potion of cat’s grace, 3 potions of cure moderate wounds (CL 10th) Spell-Like Abilities (CL 6th): At will-darkness, invisibility, wraithstrike 1/day-charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 11) _____________________________________________________________________ Abilities Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17 SQ regeneration 5 Feats Combat Expertise, Extra Spell (wraithstrike), Improved Initiative Skills Stealthy +9, Spellcraft +11 Possessions combat gear plus +1 large greatsword, +1 large longbow, +2 mithral chain shirt, 300 pp. _____________________________________________________________________ Hook: This creature looks like a big, demonic human with dusky skin, all black eyes, and a pair of short ivory horns protruding from it’s forehead. It growls as it starts it’s attack.
And here was the main villian for my PCs-
Raydin Gloommantle; CR 14 hp 98 (14 HD) _____________________________________________________________________ Male human wizard 5/ shadow adept 9 NE Medium humanoid Init +2, Senses darkvision 60 ft.; Perception +6 Languages Abyssal, Common, Draconic, Elven, Goblin, Infernal, Orc _____________________________________________________________________ AC 19, touch 15, flat-footed 16 (+4 armor, +3 dex, +2 deflection) Immune detect thoughts, discern lies, spells that detect alignment Fort +8, Ref +10, Will +15 (+3 saves against enchantment, illusion, necromancy) _____________________________________________________________________ Speed 30ft. (6 squares) Melee Raydin’s Staff +7/+2 (1d6) or Melee hand of the apprentice +12 (12 damage) Ranged Raydin’s Staff +9 touch (darkbolt effect (DC 21), CL 12th) Base Atk +6, CMB +6 Atk Options Empower Spell, Storm Bolt (6d6, DC 22 half), Sudden Maximize Special Actions greater shield of shadows 14 rounds/day (+4 shield, 20% miss chance, absorbs magic missile, SR 20), hand of the apprentice Combat Gear wand of charm person (41 charges, DC 20), metamagic rod of lesser empower Wizard Spells Prepared (CL 14th; 1d20+16 to overcome SR): 7th-antimagic ray (+9 ranged touch, DC 23), sword of darkness 6th-chain lightning (CL 13th, DC 22), circle of death (DC 25), greater dispel magic, illusory pit (DC 25) 5th-darkbolt* (CL 13th, DC 21), dominate person (DC 24), magic jar (DC 24), lesser ironguard, teleport 4th-armor of darkness*, dimension door, enervation (+9 ranged touch), phantasmal killer (DC 23), empowered touch of idiocy (+9 ranged touch), spell enhancer 3rd-clairaudience/clairvoyance, blacklight*, hold person (DC 22), fly, haste, mass curse of impending blades, ray of exhaustion (+9 ranged touch, DC 22) 2nd-blindness/deafness* (DC 21), darkway, knock, invisibility, Aganazzar's scorcher (CL 13th, DC 18), shadow mask, spectral hand, wraithstrike^ 1st-feather fall, magic missile (CL 13th), net of shadows, nerveskitter, obscuring mist*, persistent blade, (7) ray of enfeeblement^ (+10 ranged touch), spirit worm (DC 20) 0 (cantrips)-choke (DC 19), daze (DC 19), detect magic, read magic * Domain: Darkness. Deity: Shar ^ Universal school bonus spells Spell-Like Abilities (CL 9th): 1/day-shadow walk _____________________________________________________________________ Abilities Str 10, Dex 16, Con 13, Int 22, Wis 15, Cha 9 SQ universal school power 1st (hand of the apprentice) Feats Arcane Disciple (Shar: Darkness), Craft Staff, Empower Spell, Insidious Magic, Pernicious Magic, Scribe Scroll, Shadow Weave Magic, Spell Focus (enchantment), Spell Focus (necromancy), Spellcasting Prodigy, Spell Penetration, Storm Bolt, Sudden Maximize, Tenacious Magic Skills Appraise +16, Bluff +13, Craft (alchemy) +16, Disguise +13, Knowledge (arcana) +22, Knowledge (nature) +16, Knowledge (religion) +17, Knowledge (planes) +16, Linguistics +15, Profession (alchemist) +10, Spellcraft +22, Stealthy +17 Flaw Forlorn (cannot receive an animal companion, familiar, or special mount) Possessions combat gear plus Raydin’s Staff (37 charges), bracers of armor +4, cloak of resistance +3, ring of protection +2, gloves of Dexterity +2, ring of mind shielding, boots of speed, head band of Intellect +2 Spellbook spell prepared plus 0-all; 1st-charm person, forcewave, mount, expeditious retreat, magic weapon; 2nd-claws of darkness, scorching ray, snowball swarm; 3rd-blink, greater rebuke; 4th-black tentacles, lesser globe of invulnerability; 5th-major creation; 6th-globe of invulnerability, true seeing; 7th-forcecage _____________________________________________________________________ Shadow Defense (Ex): Raydin gains a +3 profane bonus to saves against enchantments, illusion, and necromancy spells, as well as spells with the darkness descriptor. Shadow Walk (Sp): Shadow walk 1/day, as the spell (caster level 9th). Shield of Shadow (Ex): As a standard action, Raydin can surround himself with a globe of purple-black force, which functions like a shield spell, granting him a +4 shield bonus to AC and absorbing magic missiles. In addition, it provides concealment (20% chance miss) against melee and ranged attacks, grants him spell resistance 20, and can be used up to 14 rounds per day. This duration need not be consecutive and disarming the shield is a standard action. _____________________________________________________________________ Hook: “Be wary of the shadows, for I control them!”
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Diffan |
Posted - 26 Dec 2009 : 15:41:19 So I went through my files on the Shadow creatures I have and they're done using Pathfinder rules (feat progression, skills mostly) so I don't know if you can use them or not? I'll post them anyways and you can use what you like.
Shadow Tauren; CR 13 hp 192 (14 HD) _____________________________________________________________________ Female minotaur cleric 8 of Shar CE Large magical beast Init +1; Senses darkvision 60 ft, low-light vision, scent; Perception +8 (+12 sight- and sound-based) Aura evil (moderate) Languages Common, Giant _____________________________________________________________________ AC 27, touch 12, flat-footed 26 (-1 size, +10 armor, +1 Dex, +5 natural, +2 deflection) Immune maze Resist cold 19, evasion Fort +12, Ref +11, Will +15 _____________________________________________________________________ Speed 20 ft. (4 squares); base 30 ft. Melee +2 large unholy great-axe of viciousness +21/+16/+11 (3d6+14/x3 plus 2d6, plus 2d6 against good, plus 1d6 to self) or Melee gore +19 (2d6+4) or Melee +2 large unholy great-axe of viciousness +21/+16/+11 (3d6+14/x3 plus 2d6, plus 2d6 against good plus 1d6 to self) and gore +14 (2d6+4) or Melee deathly pallor +17 melee touch (-2 to attacks, damage, saves, ability checks, skill checks, Will DC 19) or Melee touch of darkness +17 melee touch (-2 on attacks and saves against fear; 12 rounds) Base Atk +12; CMB +24 Atk Options Cleve, Power Attack, powerful charge Special Actions aura of shadows 12 rounds/day, call undead 12 HD, channel negative energy 4/day (4d6 damage, DC 15) Cleric Spells Prepared (CL 12th, choose spells as 8th): 4th-cure critical wounds, recitation, summon undead IV 3rd-dispel magic, invisibility purge, slashing darkness (+13 ranged touch), unholy storm 2nd-cure moderate wounds, darkness, desecrate, living undeath, summon undead II 1st-bane (DC 16), cure light wounds, divine favor, ebon eyes, entropic shield, sign* 0 (orisons)-detect magic, mending, read magic, stabilize Domains: Darkness, Death * Already cast Spell-Like Abilities (CL 12th): 6/day-detect undead, obscuring mist 1/day-animate undead, blindness (DC 17) _____________________________________________________________________ Abilities Str 26, Dex 12, Con 18, Int 10, Wis 20, Cha 12 SQ shadow blend Feats Cleave, Corpse Crafter, Deadly Chill, Destruction Retribution, Improved Natural Attack (gore), Power Attack, Practiced Spellcaster Skills Acrobatics +6, Appraise +6, Diplomacy +5, Heal +9, Intimidate +8, Knowledge (arcana) +5, Knowledge (history) +4, Knowledge (religion) +6, Linguistics +4, Sense Motive +10, Spellcraft +8 Possessions +2 full plate, +2 large unholy great-axe of viciousness, periapt of Wisdom +2, gauntlets of ogre strength +2, belt of battle, cloak of resistance +2, winged boots, 2,600 gp. _____________________________________________________________________ Aura of Evil (Ex): The power of the Shadow Tauren’s aura of evil (see the detect evil spell) is equal to her cleric level. Aura of Shadows (Su): The Shadow Tauren can emit a 30-ft. aura of shadow for 12 rounds. Her and all her allies gain 20% concealment while inside this aura. The rounds need not be consecutive. Call Undead (Su): The Shadow Tauren can summon 12 hit die of skeletons and zombies who do not count against the total number of undead she can control and remain until destroyed. Shadow Blend (Ex): In any condition of illumination other than full daylight, a shadow tauren can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will. _____________________________________________________________________ Hook: “Shar commands it!”
Shroud Knight; CR 12 hp 216 (9 HD); DR 5/+2 or cold iron _____________________________________________________________________ LE Medium outsider (extraplanar) Init +6; Senses blind-sight; Perception +14 (+16 smell-based) Languages Abyssal, Common _____________________________________________________________________ AC 26, touch 13, flat-footed 23; Dodge (+10 armor, +4 Dex, +2 natural) Resist evasion Immune cold Fort +10, Ref +12, Will +5 (+4 to saves against necromancy) _____________________________________________________________________ Speed 40 ft. (8 squares); Mobility, Spring Attack Melee shadow-blade +13/+8 (1d10+4/18-20 plus 1d6 cold plus disease) Base Atk +9; CMB +13 Atk Options Power Attack, Spring Attack, fear gaze (Will DC 17) Spell-Like Abilities (CL 9th): 3/day-dimension hop At will-shadow walk, wraithstrike _____________________________________________________________________ Abilities Str 18, Dex 22, Con 18, Int 15, Wis 14, Cha 16 SQ dark vitality Feats Cleave, Dodge, Mobility, Power Attack, Spring Attack Skills Acrobatics +18, Bluff +15, Climb +16, Craft (poisonmaking) +14, Intimidate +15, Knowledge (the planes) +14, Ride +18, Sense Motive +14, Stealth +18 (+23 sight-based) Possessions shadow-blade, darken plate, gloom-cloak _____________________________________________________________________ Dark Vitality (Ex): When reduced to -10 or few hit points, a shroud knight doesn’t die until the next setting of the sun. In this state, it cannot recover on it’s own but could be rescued from near death if brought above -1 hp by healing. Once the sun sets, a shroud knight below 0 is destroyed. In addition, shroud knights are extremely tough, giving them double the amount of hit points they would normally receive. Disease (Su): Anyone hit by a shadow-blade must succeed a Fort DC 18 or contact the wasting sickness. Incubation period 1 hour, damage 1d6 temporary Constitution. Whether or not the save is successful, an affected creature is immune to the wasting sickness for 24 hours. If anyone without the shadow or dark template carries such a blade, it is also subject to the disease, and must make a Fort save each day he or she carries the weapon. The effects of the wasting sickness are not cumulative. Fear Gaze (Su): Anyone facing a shroud knight within 30 feet must succeed at a Will save DC 17 or be shaken for 1d6 minutes. A creature that saves against the effect is immune to fear gaze for 24 hours.
I added the +2 bonus for weapons to overcome his DR to illustrate how awesome his armor is. The shadow-blade in the hands of anyone that isn't a Shroud Knight is an ordinary longsword or bastardsword. The gloom cloak functions as a cloak of elvenkind, and the Darkenplate is a +2 fullplate with that adds in insight bonus to Stealth checks. |
Copper Elven Vampire |
Posted - 25 Dec 2009 : 00:56:07 quote: Originally posted by Diffan
No problem. Glad I could be of service. If you doing a campaign or using alot of Shadow stuff in your campaign, I have a few monsters on file you might find useful like a Shadow Tauren, Shadow Ogre Mage, and a Shadow Knight (taken loosely from the Wheel of Time Myrdraal). Let me know if you could use this stuff and I'll post it here.
Post away my friend. |
Diffan |
Posted - 24 Dec 2009 : 07:47:49 No problem. Glad I could be of service. If you doing a campaign or using alot of Shadow stuff in your campaign, I have a few monsters on file you might find useful like a Shadow Tauren, Shadow Ogre Mage, and a Shadow Knight (taken loosely from the Wheel of Time Myrdraal). Let me know if you could use this stuff and I'll post it here. |
Copper Elven Vampire |
Posted - 23 Dec 2009 : 20:30:38 Damn good!!! That's perfect. Thank you Diffan. |
Diffan |
Posted - 21 Dec 2009 : 14:45:05 quote: Originally posted by Copper Elven Vampire
Ahhhh... I forgot those are cleric spells. Hmmmm..... this is going to be tough to incorporate cleric spells into an arcane caster PrC. Any suggestions perhaps?
I'd suggest something like Advanced Learning or Arcane Advancement and the class feature would be worded something like this:
Advanced Learning: At 2nd level, a Shadowmage can add a new spell to his spell list or spellbook, representing the result of personal study and experimentation with the essence of the shadow weave. The spells must have the Shadow or Darkness sub-descriptor and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.
You gain a new spell at 4th, 6th, 8th, and 10th level.
If thats a little too overpowered for you, you can reduce the number of spells selected this way to say....2nd, 5th, and 8th level or use some other variation. I don't think it's that overpowered mainly becaus your only adding 1 spell to your spellbook/spell list and I just don't see that as over the top or broken.
|
Copper Elven Vampire |
Posted - 21 Dec 2009 : 03:10:14 Ahhhh... I forgot those are cleric spells. Hmmmm..... this is going to be tough to incorporate cleric spells into an arcane caster PrC. Any suggestions perhaps? |
Diffan |
Posted - 19 Dec 2009 : 12:16:36 quote: Originally posted by Copper Elven Vampire
quote: Originally posted by Diffan
It's not a bad PrC, though not entirely different from the Shadow Adept. I think it's pretty well balanced with some of the buffs only working in shadow.
Maybe you could allow the class some benefits to other's classes Shadow/Darkness spells such as Darkbolt. I'd expect a Shadowmage to be throwing out Darkbolts all over the place as well as using such spells as Darkway or Veil of Shadow. Just some ideas.
Thanks Diffan. The ability Shadow Mastery does affect spells such as Darkbolt, Veil of Shadows and Darkway. Those spells are under the Darkness descriptor, which are affected by the ability Shadow Mastery.
Or did I misunderstand your suggestion.
True, that ability would affect those spells but to gain entry into the Shadowmage, you have to be an arcane caster. Darkbolt, Darkway, and Veil of Shadow are all cleric spells. My suggestion would be to allow the Shadowmage access to spells of other classes that have the Shadow or Darkness description. It gives the PrC a little versatility while keeping to the style of play. |
Copper Elven Vampire |
Posted - 19 Dec 2009 : 02:55:23 quote: Originally posted by Diffan
It's not a bad PrC, though not entirely different from the Shadow Adept. I think it's pretty well balanced with some of the buffs only working in shadow.
Maybe you could allow the class some benefits to other's classes Shadow/Darkness spells such as Darkbolt. I'd expect a Shadowmage to be throwing out Darkbolts all over the place as well as using such spells as Darkway or Veil of Shadow. Just some ideas.
Thanks Diffan. The ability Shadow Mastery does affect spells such as Darkbolt, Veil of Shadows and Darkway. Those spells are under the Darkness descriptor, which are affected by the ability Shadow Mastery.
Or did I misunderstand your suggestion. |
Diffan |
Posted - 19 Dec 2009 : 02:10:41 It's not a bad PrC, though not entirely different from the Shadow Adept. I think it's pretty well balanced with some of the buffs only working in shadow.
Maybe you could allow the class some benefits to other's classes Shadow/Darkness spells such as Darkbolt. I'd expect a Shadowmage to be throwing out Darkbolts all over the place as well as using such spells as Darkway or Veil of Shadow. Just some ideas. |
Copper Elven Vampire |
Posted - 18 Dec 2009 : 03:38:30 Anyone? I'm sure someone can offer an opinion. |
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