Shadowcaster

From Compendium of Worldly Lore

Jump to: navigation, search

Shadowcasters are strange as they have fundamentals and mysteries, which are slightly different from spells yet they still feel the same role. If you want an arcane class that has some unique shadowy flare this may be the class for you.

Role: Spell Utility

Characteristics: Arcane casters witha mysteries to cast their spells

Source: Tome of Magic

Game Rule Information

The Shadowcaster has the following game statistics.

Abilities: Charisma for casting, Intelligence for Mysteries, Dexterity for armor, Constitution for HP

Alignment: Any

Hit Die: d6

Starting Gold: 5d4 x 10

Class Skills

The Shadowcaster's class skills are Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge(arcana) (Int), Knowledge(the planes) (Int), Listen (Wis) Move Silently (Dex), Profession (Wis), Search (Int), Spellcraft (Int), and Spot (Wis).

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Shadowcaster.

Weapon and Armor Proficiency: A Shadowcaster is proficient with all simple weapons, no armor

Fundamental of Shadows Su: As a shadowcaster, you must master certain basic powers before proceeding to deeper secrets of shadow. These powers, known as fundamentals, function as supernatural abilities usable three times per day. You begin play with three fundamentals and gain an additional fundamental at 4th level and every four additional levels beyond 4th. At 14th level, you can use your fundamentals an unlimited number of times per day. You can, when gaining a new level, choose a new fundamental in place of another mystery. When choosing a fundamental, you can "relearn" an already known fundamental, thus gaining another set of uses of that fundamental per day. The save DC of any fundamental is equal to 10 + your caster level.

Mysteries and Paths: You do not cast spells as other classes do, but instead invoke mystical secrets called mysteries. You know one mystery at 1st level and gain one additional mystery every class level. Up to 6th level, you can learn only apprentice mysteries. At 7th level, you gain access to initiate mysteries, and at 13th level you become able to use master mysteries. You can choose your new mystery from any category you have access to (including fundamentals). For instance, at 8th level, you could select either a fundamental, an apprentice mystery, or an initiate mystery.

Shadow magic progresses in very specific stages. You may not "jump ahead" in a path, although you need not complete a path if you do not wish to. Within a category (apprentice, initiate, master), you can only learn mysteries of a new level if you have learned at least two mysteries of a previous level, and you must know all previous mysteries within a path to select a mystery from that path. For example, you cannot learn congress of shadows (the second mystery of the Ebon Whispers path) until you know at least two 1st-level mysteries, one of which must be voice of shadow (the first mystery of that path). However, you can always select the first mystery in a path of a category you have access to, even if you didn't complete the lower category paths. For example, you could learn the shadow vision mystery, the first one (4th level) in the Initiate Veil of Shadows path, even if you know no 3rd level mysteries (all of which are in the Apprentice category).

Mysteries represent thought patterns and formulae so alien that other spells seem simple in comparison. As you progress, however, your connection to the Plane of Shadow grows stronger, and your mysteries become more ingrained in your essence. When you are capable of casting only apprentice mysteries, you cast them as though they were arcane spells. They all have somatic components, armor-based spell failure chance, and are subject to interruption (but they do not require material components, foci, or verbal components). Whenever you cast a mystery as an arcane spell, observers can make a DC 15 Spot check to note that your shadow is making different gestures from the ones you make when you cast the mystery (see Detecting Mysteries).

At 7th level, when you become capable of casting initiate mysteries (whether or not you choose to learn any), your apprentice mysteries become so much a part of you that they now function as spell-like abilities, and they no longer require somatic components. Your new initiate mysteries (when you learn them) function as arcane spells and follow the rules described above.

When you reach 13th level and become capable of casting master mysteries, another change occurs. Your master mysteries now function as arcane spells, and your initiate mysteries function as spell-like abilities. Your apprentice mysteries become supernatural abilities.

You can learn a mystery more than once. Each time you relearn a mystery, you gain another set of uses of that mystery per day.

You can use each mystery you know a certain number of times per day depending on whether it is cast as a spell (once), a spell-like ability (two times), or a supernatural ability (three times). The allotments per level are given on Table 1-2: Uses per Mystery per Day, but only apply if you are able to cast mysteries of the level indicated. For example, if you choose breadth over depth and know no 4th-level mysteries as a 7th-level shadowcaster, you cannot take advantage of the one use per mystery per day detailed in the table. Unlike spellcasters, you don't get bonus mysteries for a high ability score. Although you do not prepare spells, you must rest for 8 hours and meditate for 15 minutes each day to regain your use of mysteries just as a sorcerer or bard must rest and meditate to regain use of spell slots.

In order to cast a mystery, you must have an Intelligence score of at least 10 + the mystery's level. The save DC for your mysteries equals 10 + caster level. Even though as a shadowcaster you do not "cast spells" in the traditional sense, your levels in this class count for the purpose of determining your overall caster level.

Bonus Feats: Beginning at 2nd level, you gain bonus feats equal to half the total number of paths you have access to, rounded down. For instance, most shadowcasters know the first mystery of two different paths at 2nd level, so they gain one bonus feat. If you learn the first mystery of a third path at 3rd level, you still have only one bonus feat, but if you learn the first mystery of yet another path at 4th level, you know four paths, and therefore gain a second bonus feat. Thus, you have a choice: fully master fewer paths and gain access to more high-level mysteries, or branch out into more paths and gain more feats but fewer high-level mysteries. You do not gain a new bonus feat for repeating a path you already know, and fundamentals do not apply for the purpose of bonus feats.

Umbral Sight Su: hen you reach 3rd level, your vision extends slightly into the Plane of Shadow. You gain darkvision out to 30 feet. If you already have darkvision, or gain it from some other source, the effective distance of that vision is increased by 30 feet. At 11th level, you become able to see perfectly in complete darkness, even magical darkness, out to 60 feet.

Sustaining Shadow Ex: When you reach 5th level, your bond to the Plane of Shadow allows you to absorb dark energies, mitigating certain biological needs. You need eat only a single meal per week to maintain health. At 10th level, you only need 1 hour of sleep per night (but you must still rest for 8 hours to regain your mysteries for the next day). At 15th level, you gain immunity to nonmagical diseases and poisons. Finally, at 20th level, you no longer need to breathe, and need never eat or sleep.

Table 1-1: Shadowcaster Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +0 +2 +0 +2 Fundamentals of shadow, apprentice mysteries
2nd +1 +3 +0 +3 Bonus feat
3rd +1 +3 +1 +3 Umbral sight (darkvision 30 ft.)
4th +2 +4 +1 +4 Bonus fundamental
5th +2 +4 +1 +4 Sustaining shadow (eat 1 meal/week)
6th +3 +5 +2 +5
7th +3 +5 +2 +5 Apprentice mysteries (spell-like), initiate mysteries
8th +4 +6 +2 +6 Bonus fundamental
9th +4 +6 +3 +6
10th +5 +7 +3 +7 Sustaining shadow (sleep 1 hour/day)
11th +5 +7 +3 +7 Umbral sight (see in darkness 60 ft.)
12th +6/+1 +8 +4 +8 Bonus fundamental
13th +6/+1 +8 +4 +8 Apprentice mysteries (supernatural), initiate mysteries (spell-like), master mysteries
14th +7/+2 +9 +4 +9 Unlimited uses of fundamentals
15th +7/+2 +9 +5 +9 Sustaining shadow (immune to poison/disease)
16th +8/+3 +10 +5 +10 Bonus fundamental
17th +8/+3 +10 +5 +10
18th +9/+4 +11 +6 +11
19th +9/+4 +11 +6 +11
20th +10/+5 +12 +6 +12 Bonus fundamental, sustaining shadow (no need to breathe, eat, or sleep)
Table 1-2: Mysteries Per Day
Mystery Level
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 1
2nd 1
3rd 1 1
4th 1 1
5th 1 1 1
6th 1 1 1
7th 2 2 2 1
8th 2 2 2 1
9th 2 2 2 1 1
10th 2 2 2 1 1
11th 2 2 2 1 1 1
12th 2 2 2 1 1 1
13th 3 3 3 2 2 2 1
14th 3 3 3 2 2 2 1
15th 4 4 4 2 2 2 1 1
16th 4 4 4 2 2 2 1 1
17th 5 5 5 2 2 2 1 1 1
18th 5 5 5 2 2 2 1 1 1
19th 5 5 5 2 2 2 1 1 1
20th 5 5 5 2 2 2 1 1 1