
Puna'chong |
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My attempt at converting some of Tome of Magic from 3.5, specifically the shadow portion, into a Pathfinder class. Google doc with some background and flavor(and better formatting)for the class and the list of Umbras are here
Intended as a Magus alternate class, lemme know what you guys think!
Umbramancer
Alignment: Any, though the complex nature of shadow magic and learning to comprehend the world through the alien filter of the Plane of Shadow requires an exceedingly disciplined, organized and unbiased mind. Thus, umbramancers tend to be neutral, although good and chaotic umbramancers are not unheard of.
Hit Die: d8
Class Skills: Climb, Craft, Fly, Intimidate, Knowledge(arcana), Knowledge(dungeoneering), Knowledge(planes), Profession, Spellcraft, Stealth, Swim, and Use Magic Device.
Skill Ranks per Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: An umbramancer is proficient with all simple and martial weapons. An umbramancer is also proficient with light armor. He can channel umbramancer invocations while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an umbramancer wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the invocation in question has a somatic component. A multiclass umbramancer still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Invocations: An umbramancer channels mysterious spells called invocations, ancient and forbidden secrets which call forth effects drawn directly from the Plane of Shadow. Although using a separate spell list from other arcane casters, invocations are cast, prepared, treated, and otherwise act as arcane spells of the same level. An umbramancer must choose and prepare his invocations ahead of time.
To learn, prepare, or channel an invocation, the umbramancer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an umbramancer’s invocation is 10 + the invocation level + the umbramancer’s Intelligence modifier.
An umbramancer can channel only a certain number of invocations of each invocation level per day. His base daily allotment is given on the above table. In addition, he receives bonus invocations per day if he has a high Intelligence score.
An umbramancer may know any number of invocations. He must choose and prepare his invocations ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the umbramancer decides which invocations to prepare.
Fundamentals: Because of the nature of channeling raw power from the Plane of Shadow, umbramancers must first completely master basic channeling to build a resistance to the pull of shadows, much like building up calluses through manual labor. Through absolute mastery they are able to advance to stronger invocations. Fundamentals act in every way as cantrips, or 0-level spells, and the umbramancer may memorize a certain number each day, as noted on the above table under “Invocations per Day.” These fundamentals are channeled like any other invocation, but they are not expended when channeled and may be used again.
Spellbooks: An umbramancer must study his spellbook each day to prepare his invocations and spend time meditating to maintain his link to the Material Plane. He cannot prepare any invocation not recorded in his spellbook except for read magic, which all umbramancers can prepare from memory. An umbramancer begins play with a spellbook containing all fundamentals plus three 1st-level invocations of his choice. The umbramancer also selects a number of additional 1st-level invocations equal to his Intelligence modifier to add to his spellbook. At each new umbramancer level, he gains two new umbramancer invocations of any invocation level or levels that he can cast (based on his new umbramancer level) for his spellbook. At any time, although exceedingly rare due to the secret and guarded nature of shadow casting, an umbramancer may add invocations to his spellbook found in any other spellbook.
Shadow Pool(Su): At 1st level, the umbramancer learns to tap into the Plane of Shadow to channel small amounts of energy to fuel his powers and enhance his weapon. Because of the inherent dangers of such contact with the plane, the umbramancer’s shadow pool is limited by his personal resistance to the plane’s pull and so has a number of points equal to 1/2 his umbramancer level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the umbramancer prepares his invocations and fully restores his tethers to the material world.
At 1st level, an umbramancer can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the shadow pool point is spent and cannot be changed until the next time the umbramancer uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the umbramancer.
An umbramancer can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. This otherwise acts as the magus class’s arcane pool for purposes of umbramancer arcana abilities.
Invocation Combat(Ex): At 1st level, an umbramancer learns to channel invocations and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is an invocation that is being channeled. To use this ability, the umbramancer must have one hand free (even if the invocation being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also channel any invocation from the umbramancer spell list with a casting time of 1 standard action (any attack roll made as part of this channeling also takes this penalty). If he channels this invocation defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the invocation is wasted, but the attacks still take the penalty. An umbramancer can choose to channel the invocation first or make the weapon attacks first, but if he has more than one attack, he cannot channel the invocation between weapon attacks. This otherwise functions identically to the magus’s spell combat, and is treated as the same ability for purposes of feats, effects or abilities relating to it.
Umbra(Su): A 2nd level umbramancer begins to explore one of the most important rules of shadowcasting, the law of equal and opposite reactions between the Material and Shadow planes, twisting and shaping effects into coalescing forms called umbras. Each umbra has one effect when it is formed or while it surrounds the umbramancer and a separate effect when its duration ends. At 2nd level and every 3 levels thereafter the umbramancer may choose to learn a basic umbra from the basic umbra list. When the umbramancer reaches 14th level he may choose to learn an umbra from the advanced umbra list or a basic umbra, his choice. Each umbra takes one standard action to form about the umbramancer and count as invocations for the purposes of Invocation Combat. Additionally, each umbra expends a certain number of points from the umbramancer’s shadow pool, the total of which is detailed in the descriptions of each umbra. The saving throw for each umbra is equal to 10 + the umbramancer’s level + the umbramancer’s Intelligence modifier.
A listing of umbras may be found here. ** Note, they are not final, just the ideas to demonstrate the basics of the ability. Some might be to strong or weak or weird or whatever, but that’s why I want opinions! **
Umbramancer Arcana: As he gains levels, an umbramancer uncovers ancient secrets of shadow magic tailored to his specific way of blending martial puissance and alien channeling. Starting at 3rd level, an umbramancer gains one magus arcana. He gains an additional magus arcana for every three levels of umbramancer attained after 3rd level. Unless specifically noted in a magus arcana’s description, an umbramancer cannot select a particular magus arcana more than once. Magus arcana gained this way that affect spells can only be used to modify invocations from the umbramancer invocation list.
A listing of magus arcana may be found here.
Shadow Craft(Su): At 4th level the umbramancer is able to channel his increasing mastery of rifts between the shadow and material worlds to pull weapons and small objects out of fissures of shadow as a move action by expending one point from his shadow pool. These objects are grey or black and appear twisted and barbed, seemingly sublimating with a black mist (and indeed are, as they transition back into the Plane of Shadow) and reflecting light in odd and unnatural ways. The umbramancer may create any weapon he is proficient with which manifests in the physical world drawn. At 5th level any weapon created in this way counts as a masterwork weapon and gains a cumulative +1 magic bonus at 10th, 15th and 20th level. As part of the move action used to create the weapon the umbramancer may spend up to two points from his shadow pool to enhance the created weapon. Additionally, the umbramancer may create one object or tool of any shape with a weight of up to 20 lbs., although this object is rigid and may have no moving parts. For instance, an umbramancer may create a small ladder but not a rope or a set of thief's tools (which have multiple small parts). Objects created by shadow craft cannot be employed as material components or foci in spellcasting. These weapons and objects last for 1 hour per class level and disappear after 1d4 + 1 rounds if they leave the umbramancer’s possession.
Pallid Strike(Ex): By abusing the already unstable nature of shadow magic umbramancers are able to prematurely sever the temporary link between the Physical and Shadow planes formed by their umbras with dangerous and powerful results. Once per day at 5th level, and an additional time per day at 12th and 20th level, the umbramancer that has an umbra formed around him may attempt a pallid strike as a standard action, making a single melee attack at his highest base attack bonus and prematurely ending his currently active umbra, immediately activating its end effect with the modifications specified in the description of each individual umbra. If an attempted pallid strike misses the use is not consumed and he may attempt the pallid strike again later.
Bonus Feats: At 5th level, and every six levels thereafter, an umbramancer gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.
Steel Shroud(Su): At 7th level an umbramancer has begun to master many aspects of channeling solid shadows, particularly that of forming wispy gray-black darkness with steel-like hardness about himself as a form of armor of any shape he desires. He gains a +3 deflection bonus to AC as long as he is wearing light or no armor and a +2 competence bonus on Stealth checks. He may activate or deactivate this ability as a swift action.
Improved Spell Combat: At 8th level, the umbramancer’s ability to channel invocations and make melee attacks improves. When using the invocation combat ability, the umbramancer receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
Fighter Training: Starting at 10th level, an umbramancer counts 1/2 his total umbramancer level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
Sustaining Shadow(Ex): At 11th level the umbramancer is able to use his bond with the Plane of Shadow to absorb dark energies, eliminating certain biological needs and weaknesses. The umbramancer no longer needs to eat or drink (but still may gain the benefits of effects like that of heroe’s feast) and gains a +4 bonus on saves vs. poisons and disease, magical or otherwise. At 18th level the umbramancer no longer needs to sleep and gains immunity to sleep effects, though he still must rest 8 hours to regain his invocations and shadow pool points, and he also no longer needs to breath.
Improved Steel Shroud(Su): At 13th level the umbramancer masters his shadow armor which becomes darker than the deepest shadows of the Material Plane and takes on a strength and hardness similar to adamantine. The umbramancer’s deflection bonus to AC from steel shroud increases to +6 and he gains an additional +3 competence bonus on Stealth checks.
Greater Spell Combat: At 14th level, the umbramancer gains the ability to seamlessly channel invocations and make melee attacks. Whenever he uses the invocation combat ability, his concentration check bonus equals double the amount of the attack penalty taken.
Shadow’s Embrace(Su): At 16th level the umbramancer can see perfectly in darkness, even in supernatural and magical darkness, gaining darkvision out to 120ft. Additionally, the umbramancer gains cold resistance 10.
Eldritch Vortex(Su): At 19th level the umbramancer has grown so accustomed to the mind-bending complexities and alien nature of channeling his power through the Plane of Shadow that normal arcane magic appears simple and mundane by comparison. As a standard action, by creating a swirling singularity in the Material Plane which disrupts normal casting, any other creature within a 20-ft burst centered around the square the umbramancer is in at the time of its creation takes a -4 penalty to caster level for any spells or spell-like abilities it casts or uses. This vortex lasts a number of rounds equal to the umbramancer’s Intelligence modifier and cannot be dispelled or cancelled, even through an anti-magic field spell or similar effect.
Master of Shadow(Su): A 20th level umbramancer is a true master of shadow, the simultaneous controller of two planes of existence. His creature type changes to outsider and the umbramancer gains the ability shadow jump as a shadowdancer, except that he gains only 80ft of movement per day. He also gains immunity to cold and nonlethal damage.
A pdf for Tome of Magic can be found online; I won’t post any links here, but they’re easy enough to Google.

Cheapy |

Thoughts, as I read.
* Being able to spend Shadow Points to give elemental properties other than frost / icy burst seems off.
* Umbramancer Arcana should be renamed to Magus Arcana. As written, umbramancer players can't take the Extra Magus Arcana feat since they do not have the Magus Arcana class ability. You can also add a qualifier saying it counts as it for the purposes of feats.
* Shadow Crafts: I love these types of abilities :D Unfortunately, it'll get into all sorts of issues of what "possession" implies. Can you climb a ladder you placed? You're hardly in possession of it, just using it. But I think the intent is fairly clear...
* (Imp.) Steel Shroud: I'm always a bit iffy about deflection bonuses, as they are essentially free money and, more importantly, free up a ring slot. This is meant to mimic the differences between medium / heavy armor and light armor, but...it goes overboard. It saves you 72k, doesn't slow you down as better armor does, and frees up a ring slot. You should probably revisit this one.
* Shadow's Embrace: Needs to be done in smaller chunks and earlier. A human umbramancer can't see in the dark until level 16? :)
I'll check out the Umbras later.

Puna'chong |

Thanks for the feedback!
1) I thought about only giving cold/nonlethal/whatever damage to the class, but then I've always been kind of peeved that anything with cold immunity is basically immune to your class's bonus damage. Kind of like having a wizard that can ONLY do fire damage.
2)Naming everything "Shadow xxx" was kind of just a ten-year old moment. I'm fine naming it Magus Arcana and Arcane Pool. Invocations are about all I'd maintain just because they would draw from an entirely separate pool of spells. Either that or qualify UA as counting for the purpose of feats is fine, thanks for catching that.
3) I might take out the "possession" clause, but as you said the intent is that he pulls something out of thin air and can do something with it. It disappearing and "possession" could just be a matter of him physically touching it and changing durations to only lasting a minute of he isn't. So in the case of a ladder he could climb up it and it would start to disappear as long as he isn't touching it anymore so allies can also use the same object, or enemies the weapon. I'll clarify, though it won't let me edit the post on these boards for some reason...
4) Would changing it to a shield bonus be better? Other spells and abilities add those fairly often, or even a straight armor bonus if that's still too much. Maybe decreasing the bonus to +2 would make it a bit more balanced? I like the idea of the character being able to encase himself in shadows, though it looks like I went overboard with the amount and type there. Thanks for catching that.
5) For Shadow's Embrace perhaps starting at 5th he gains 30ft DV and 5 Cold Resistance, then every 5 levels it increases? Maybe not 5th, but scaling like that with ability to see in magical darkness at 15th. Blind-Fight as a bonus feat could work too.
Thanks for the feedback, I'll look into it and try to see if I can't edit the OP; at any rate I unlocked the Umbra page (oops) and I'll update the text as soon as I can. Here's the Umbra page, if the OP gives you issues. Oh, and note that they're just ideas for the abilities, I'm sure they'll probably tend on overpowered just because I had to force myself to come up with enough of them.
Thanks!

Puna'chong |

Ah, ok. They'll start to differ more as I edit them. I'll make sure to note that in my posts and have people just look at the Google Doc.
-Changed Steel Shadows, Imp. Steel Shadows; lowered bonus (+2) and reclassified as a shield bonus.
-Made Shadow's Embrace a scaling ability starting at 6th level
-Put a qualifier into Umbramancer Arcana so that it functions identically to Magus Arcana and is the same ability in terms of feats.

itazuranarisu |
Thanks for the feedback!
1) I thought about only giving cold/nonlethal/whatever damage to the class, but then I've always been kind of peeved that anything with cold immunity is basically immune to your class's bonus damage. Kind of like having a wizard that can ONLY do fire damage.
2)Naming everything "Shadow xxx" was kind of just a ten-year old moment. I'm fine naming it Magus Arcana and Arcane Pool. Invocations are about all I'd maintain just because they would draw from an entirely separate pool of spells. Either that or qualify UA as counting for the purpose of feats is fine, thanks for catching that.
3) I might take out the "possession" clause, but as you said the intent is that he pulls something out of thin air and can do something with it. It disappearing and "possession" could just be a matter of him physically touching it and changing durations to only lasting a minute of he isn't. So in the case of a ladder he could climb up it and it would start to disappear as long as he isn't touching it anymore so allies can also use the same object, or enemies the weapon. I'll clarify, though it won't let me edit the post on these boards for some reason...
4) Would changing it to a shield bonus be better? Other spells and abilities add those fairly often, or even a straight armor bonus if that's still too much. Maybe decreasing the bonus to +2 would make it a bit more balanced? I like the idea of the character being able to encase himself in shadows, though it looks like I went overboard with the amount and type there. Thanks for catching that.
5) For Shadow's Embrace perhaps starting at 5th he gains 30ft DV and 5 Cold Resistance, then every 5 levels it increases? Maybe not 5th, but scaling like that with ability to see in magical darkness at 15th. Blind-Fight as a bonus feat could work too.
Thanks for the feedback, I'll look into it and try to see if I can't edit the OP; at any rate I unlocked the Umbra page (oops) and I'll update the text as soon as I can....
A thought as to point number 1 is that according to the tome of magic book and most other books the main things that shadow creatures get are electric and cold attacks so at the very least that would give the class two go to's rather than just cold.

Blackdragon719 |
First off let me say that I love the theme hear, I've always been a fan of the shadow dancer and shadow magic, and just about everything shadowy (I just love the feel of it). I think the class looks solid, and would be fun to play. However, you are missing the list of invocations. Do we use the Magus's spell list? Or did you create a new spell list? I'm assuming the later since you state that the class draws from an entirely different pool of spells. Besides that everything looks good to me.