Master Arminas's Shadowcaster for Pathfinder


Homebrew and House Rules


1 person marked this as FAQ candidate. 2 people marked this as a favorite.

Hello, everyone. Well, this one has been a tough one that I have spent a lot of time thinking about. The Shadowcaster is difficult to convert because it uses mechanics that are quite different from normal casters in Pathfinder. However, with the help of Smilodan, Shallowsoul, Kryzbyn, AlchemyPrime, and Hellacious Huni, I think we have a winner here.

The original discussion was in this thread (The Pathfinder Shadowcaster: A Conversion) and I have incoroporated a number of their suggestions. But I have also gone farther and changed the class to fit into Pathfinder a bit easier (also easier for players and DMs).

The three-tier arrangement of mysteries into appentice, initiate, and master are gone, as are the groups of three mysteries known as paths. No longer does the class have spells, spell-like abilities, and supernatural abilities, depending on their level. Instead, I have converted the mysteries into straight spells and made the shadowcaster into a powerful arcane caster.

Anyway, I hope that you enjoy it.

MA


4 people marked this as a favorite.

Shadowcaster

The only constant in life is that all things end; they pass into shadow and darkness, for darkness is not merely the absence of light but the true state of the universe. The shadowcaster understands this primordial truth and attunes herself to the Plane of Shadow, learning from the powers that dwell there mysteries the equal of any arcane or divine spell. A maestro of alien magics from a plane that reflects our own darkly, they possess an occult understanding of our own world and the Plane of Shadow that even other spellcasters find disturbing. They are the masters of a dark power . . . and many among the learned worry its servants as well.

Role: Not as flexible as a wizard, witch, or even a sorcerer in the sheer number of options available to her, shadowcasters nonetheless evoke respect and fear for their powers over the primordial darkness. Not merely physical darkness and actual shadow, but the dark recesses of the hearts and souls of thinking beings are what she manipulates as surely as the enfolding darkness surrounds a sputtering candle. She lacks many of the mighty magics which lay waste to armies, but the shadowcaster possesses a more . . . subtle power that can warp and twist the body and soul of those who provoke her wrath. She is easily capable of filling the need for an arcane caster in an adventuring party, for what she lacks in raw firepower she more than recovers in her ability to manipulate others as if they were mere shadow puppets directed by her.

Alignment: Any.

Hit Die: d6.

BAB: Low

Good Saves: Fort and Will

Class Skills: Craft (Int); Fly (Dex); Intimidate (Cha); Knowledge (Any) (Int); Linguistics (Int); Perception (Wis); Profession (Wis); Spellcraft (Int); and Stealth (Dex).

Skill Points per Level: 2 plus Intelligence modifier

Weapons and Armor Proficiency: Shadowcasters are proficient with simple weapons and with light armor. They are not proficient with medium armor, heavy armor, or shields of any type. A shadowcaster can cast shadowcaster spells (see below) gained from the shadowcaster class (but not other arcane spells gained from other spellcasting classes) in light armor without suffering any arcane spell failure chance, but suffers the normal chance of failure for casting in medium armor, heavy armor, or when using any type of shield.

Fundamentals of Shadow (Su): A shadowcaster masters certain basic powers before proceeding to deeper secrets of shadow. These powers—known as fundamentals of shadow (see below for a list of the different fundamentals)—are cast like any other spell, but they not consume any slots and may be used again. The save DC for a fundamental—if any—is equal to 10 + the shadowcaster’s Intelligence modifier.

Shadowcasting: A shadowcaster casts arcane spells drawn from the shadowcaster spell list (see below); these are known as mysteries. To cast a spell, a shadowcaster must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shadowcaster’s spell is 10 + the spell level + the shadowcaster’s Intelligence modifier.
Like other spellcasters, a shadowcaster can cast only a certain number of mysteries of each spell level per day. Her base daily spell allotment is shown on the chart below. In addition, she receives bonus mysteries per day if she has a high Intelligence score.

Level: 1st/2nd/3rd/4th/5th/6th/7th/8th/9th
1: 2/0/0/0/0/0/0/0/0
2: 3/0/0/0/0/0/0/0/0
3: 3/2/0/0/0/0/0/0/0
4: 4/3/0/0/0/0/0/0/0
5: 4/3/2/0/0/0/0/0/0
6: 4/4/3/0/0/0/0/0/0
7: 5/4/3/2/0/0/0/0/0
8: 5/4/4/3/0/0/0/0/0
9: 5/5/4/3/2/0/0/0/0
10: 5/5/4/4/3/0/0/0/0
11: 5/5/5/4/3/2/0/0/0
12: 5/5/5/4/4/3/0/0/0
13: 5/5/5/5/4/3/2/0/0
14: 5/5/5/5/4/4/3/0/0
15: 5/5/5/5/5/4/3/2/0
16: 5/5/5/5/5/4/4/3/0
17: 5/5/5/5/5/5/4/3/2
18: 5/5/5/5/5/5/4/4/3
19: 5/5/5/5/5/5/5/4/4
20: 5/5/5/5/5/5/5/5/5

A shadowcaster’s initial selection of mysteries is limited. At first level, she knows three fundamentals of shadow (see below) and two 1st-level shadowcaster mysteries of her choice. At each level gained thereafter, a shadowcaster gains one or more additional mysteries known per day, as shown on the chart below. (Unlike mysteries per day, the number of mysteries a shadowcaster knows is not affected by her Intelligence score.)

Level: 0/1st/2nd/3rd/4th/5th/6th/7th/8th/9th
1: 3/2/0/0/0/0/0/0/0/0
2: 4/3/0/0/0/0/0/0/0/0
3: 5/4/1/0/0/0/0/0/0/0
4: 6/4/2/0/0/0/0/0/0/0
5: 7/4/3/1/0/0/0/0/0/0
6: 8/4/4/2/0/0/0/0/0/0
7: 9/4/4/3/1/0/0/0/0/0
8: 9/4/4/4/2/0/0/0/0/0
9: 9/4/4/4/3/1/0/0/0/0
10: 9/4/4/4/4/2/0/0/0/0
11: 9/4/4/4/4/3/1/0/0/0
12: 9/4/4/4/4/4/2/0/0/0
13: 9/4/4/4/4/4/3/1/0/0
14: 9/4/4/4/4/4/3/2/0/0
15: 9/4/4/4/4/4/3/3/1/0
16: 9/4/4/4/4/4/3/3/2/0
17: 9/4/4/4/4/4/3/3/3/1
18: 9/4/4/4/4/4/3/3/3/2
19: 9/4/4/4/4/4/3/3/3/3
20: 9/4/4/4/4/4/3/3/3/3

Upon reaching 3rd level, and at odd shadowcaster level after that (5th, 7th, and so on), a shadowcaster can choose to learn a new spell in place of one she already knows. In effect, the shadowcaster “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level shadowcaster spell the shadowcaster can cast. A shadowcaster may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new mysteries known for the level.
Unlike a wizard or cleric, a shadowcaster need not prepare her mysteries in advance. She can use any spell she knows at any time, assuming she has not yet used up her mysteries per day for that spell level.
Mysteries represent thought patterns and formulae so alien that other spells seem to pale in comparison. Mysteries have somatic components, armor-based spell failure chance (but see weapon and armor proficiencies, above), and are subject to interruption (but they do not require material component, foci, or verbal components; all mysteries have somatic components, however). Whenever a shadowcaster casts a mystery, observers can make a DC 15 Spot check to note that her shadow is making different gestures from the ones she makes when casting the mystery.
Like a sorcerer, a shadowcaster need not prepare mysteries in advance of invoking them, but must still rest for 8 hours and meditate for 15 minutes each morning to refresh her available mysteries.
In order to invoke a mystery, a shadowcaster must have an Intelligence score of at least 10 + the level of the mystery. The save DC for a mystery cast by a shadowcaster is 11 + the level of the mystery + the shadowcaster’s Intelligence modifier.
A shadowcaster’s caster level is equal to her shadowcaster level.
A complete list of all mysteries follows the class description (see below).

Bonus Feats: At 1st level, a shadowcaster gains a bonus feat from the following list: Favored Mystery, Greater Path Focus, Path Focus, Shadow Cast, Shadow Familiar, and Still Mystery. She must meet all prerequisites listed in order to choose the feat. At 5th level, and every four levels gained as a shadowcaster thereafter, she may choose one additional bonus feat from this list.

Deep Shadows (Ex): At 2nd level, a shadowcaster’s power beckons to the shadows around her, causing them to warp and extend to cover her with their darkness. She gains a +2 competence bonus on all Stealth skill checks at any time she is not in direct sunlight or the radius of a daylight spell. At 8th level, and every six shadowcaster levels gained thereafter, this bonus increases by +2 to a maximum bonus of +8 at 20th level.

Umbral Sight (Su): Starting at 3rd level, a shadowcaster’s vision extends slightly into the Plane of Shadow. She retains the ability to see perfectly out to a distance of 30 feet (including color vision), regardless of the normal level of illumination or the presence of magical darkness. At both 11th and 19th level, the range of her umbral sight increases by an additional 30 feet.

Shadowy Illumination (Ex): At 4th level, the connection between a shadowcaster and the powers of shadow begins to manifest around her person. Non-magical sources of illumination (other than direct sunlight) within 10 feet of the shadowcaster are weakened in her presence, reducing the level of illumination by one step (i.e. bright light becomes normal light, normal light becomes dim light, etc.) to the stage of dim light. Dim light cannot be reduced any further (to darkness). In addition to being reduced in illumination, the radius in which these light sources illuminate is also reduced by 5 feet. (For example, a torch that provides normal illumination in a 20-foot radius within 10 feet of a shadowcaster sheds dim light in a 15-foot radius instead).
This ability is not under the conscious control of the shadowcaster and is always in effect. At 7th level, and every three levels gained thereafter as a shadowcaster, the radius of her shadowy illumination increases by an additional 10 feet (to a maximum of 60 feet at 19th level). Starting at 10th level, non-magical sources of illumination within a shadowcaster's effective range have the area which they illuminate reduced by 10 feet rather than 5 feet and magical sources of illumination have their radius reduced by 5 feet. At 18th level, the power of this ability increases yet again, reducing the radius of illumination for non-magical sources of light by 15 feet and magical sources of light by 10 feet.

Sustaining Shadow (Ex): Upon reaching 5th level, a shadowcaster’s bond to the Plane of Shadow allows her to absorb the dark energies found there, mitigating certain biological needs. She need eat only a single meal each week to maintain her health. At 10th level, she needs to sleep only 2 hours each night (although she can still only regain her spent mysteries once every twenty-four hours). At 15th level, she becomes immune to both poison and disease. Finally, at 20th level, she no longer needs to breathe, eat, drink, or sleep (but must still have 2 hours of rest to refresh her expended mysteries).

Shadows of Cold (Ex): Beginning at 6th level, a shadowcaster becomes accustomed to the soul-numbing cold of the Plane of Shadow. She gains cold resistance 10. This cold resistance increases by 10 at both 10th and 14th level. At 18th level, she becomes immune to all cold damage.

Shadow Meld (Su): Starting at 12th level, a shadowcaster can meld with existing shadows. When in an area of dim light, the shadowcaster can, as a standard action, meld with existing shadows. While melded, the shadowcaster becomes invisible (as per the spell), incorporeal (as per the monster special quality), and emits no scent (and thus cannot be pinpointed by creatures with the scent special quality). Nor will the use of blindsense, blindsight, or tremorsense detect the shadowcaster while she is in this state.
While shadow melded, a shadowcaster retains full awareness of her surroundings, including vision, hearing, and her sense of smell.
Attempts to magically discern a shadowcaster’s location while she is melded with the shadows are extremely difficult; even if the searcher is using spells such as see invisibility or true sight. The searcher must succeed on an opposed caster level check to spot the shadowcaster while she is in this state.
If the square in which a shadowcaster is melded is illuminated by bright light (see levels of illumination in the Core Rulebook for examples), the meld immediately ends and she cannot use this ability again until one hour has passed.
There is no duration limit on how long a shadowcaster can remain melded to shadow; however, while she is melded, she may take NO actions (not even free actions). This includes speaking, moving (including 5’-steps), activating a magic item, or casting a spell. If the shadowcaster takes any action, she is no longer melded with shadow and cannot use this ability again until one hour has passed.

Master of Shadows (Ex): At 20th level, as a standard action, a shadowcaster may transform herself and her equipment into an incorporeal being of shadow. She may remain in shadowform for up to one minute for every shadowcaster level she has gained. This duration need not be used consecutively, but each use counts as one minute duration, regardless of the actual time spent in shadowform.
While in shadowform, the shadowcaster gains a fly speed of 60 feet with perfect maneuverability. She gains a deflection bonus to her Armor Class equal to her Intelligence modifier. She may freely cast spells at corporeal creatures with no miss chance due to her own shadowform. For all other aspects of her incorporeal state, see the incorporeal listing on page 295 of the PRD Monster Reference.

Exclusive Shadowcaster Feats

Shadow Cast
Prerequisite: Ability to invoke mysteries.
Benefit: Designate a square adjacent to you. If no one threatens that square, you do not provoke an attack of opportunity when you cast a spell or use a spell-like ability.

Shadow Familiar
Prerequisite: Ability to invoke mysteries.
Benefit: You can obtain a familiar in the same manner as a wizard, but it possesses several additional abilities. The familiar gains a bonus of +10 feet to all modes of movement, as well as darkvision 60 feet, resistance to cold 10, and superior low-light vision.
Special: If you possess this feat and also have levels in a class that grants you a familiar (such as a Arcane bloodline Sorcerer, a Wizard who chooses familiar as his Arcane Bond, or a Witch), those levels in the appropriate classes stack with your shadowcaster levels to determine your familiars abilities. You may not have more than a single familiar at any given time, nor may you have both a familiar and a bonded object.

Meta-Magic Feats and Shadowcasters: Shadow casters can take any meta-magic feat, treating their mysteries as spells. Casting a mystery modified by a meta-magic feat requires a full-round action.


1 person marked this as a favorite.

Shadowcaster Mystery List (mysteries are described below)

Fundamentals: Arrow of Dusk, Black Candle, Caul of Shadow, Liquid Night, Mystic Reflections, Shadow Hood, Sight Obscured, Umbral Hand, Widened Eyes

1st Level: Bend Perspective, Carpet of Shadow, Dawn to Dusk, Faces of Shadow, Life Fades, Mesmerizing Shade, Shadow Ward, Steel Shadows, Voice of Shadow

2nd Level: Black Fire, Chill of the Night, Congress of Shadows, Flesh Fails, Piercing Sight, Shadow Skin, Sight Eclipsed, Thoughts of Shadow

3rd Level: Afraid of the Dark, Clinging Darkness, Dancing Shadows, Flicker, Killing Shadows, Sharp Shadows, Umbral Touch

4th Level: Aura of Shade, Bolster, Shadow Evocation, Shadow Vision, Shadows Fade, Step into Shadow, Warp Spell

5th Level: Curtain of Shadows, Dark Air or Water, Echo Spell, Feign Life, Languor, Pass into Shadow, Unravel Dweomer

6th Level: Flood of Shadow, Shadow Evocation (Greater), Shadow Investiture, Shadow Storm, Shadows Fade (Greater), Unveil, Voyage into Shadow

7th Level: Dark Soul, Ephemeral Image, Life Fades (Greater), Prison of Night, Summon Umbral Servant, Truth Revealed

8th Level: Far sight, Flesh Fails (Greater), Shadow Plague, Soul Puppet, Tomb of Night, Umbral Body

9th Level: Army of Shadow, Ephemeral Storm, Reflections of Things to Come, Shadow Surge, Shadow Time

Fundamentals of Shadow

Spoiler:

Arrow of Dusk
School: Evocation
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You must succeed on a ranged touch attack to deal 2d4 points of nonlethal damage to the target. If you score a critical hit, triple the damage.

Black Candle
School: Evocation [Light or Darkness]
Range: Touch
Target: Object touched
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This fundamental functions like the spell light or the spell darkness. Only one of these two effects is possible per use, and you must decide which effect is desired when casting.

Caul of Shadow
School: Abjuration
Range: Personal
Target: You
Duration: 1 minute/level (D)
Caul of shadow faintly darkens your form, but does not provide any bonus on Stealth skill checks or similar efforts. You gain a +1 deflection bonus to AC, with an additional +1 for every five caster levels (maximum bonus +5).

Liquid Night
School: Conjuration (Creation)
Range: Touch
Effect: A small quantity of ink
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create a quantity of ink great enough for you to write approximately one page of text. It is not of sufficient quality to scribe spells. In darkness or shadowy illumination, the ink glows with red or yellow light that has the brightness of a candle. Water splashed on the ink causes it to wash away and cease glowing, but otherwise the ink continues to glow forever.

Mystic Reflections
School: Divination
Range: Personal
Target: You
Duration: 1 round/level (D)
Mystic reflections functions like the spells detect magic and read magic, except as noted above. You must choose one option, detecting or reading with each invocation. You can detect magic up to 30 feet away.

Shadow Hood
School: Evocation
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: No
Swirling tendrils and bursts of mystic shadow distract the subject. It takes a -1 penalty on attack rolls, damage rolls, armor class, and all skill checks.

Sight Obscured
School: Illusion (Glamer)
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
This fundamental grants a +2 enhancement bonus on Disable Device, Stealth, and Sleight of Hand skills checks, or any other checks that involve concealing the subject’s actions or gestures.

Umbral Hand
School: Transmutation
Range: Close (25 ft. + 5 ft./2 levels)
Target: One unattended object weighing up to 5 lb./level
Duration: 1 round/level (D)
Saving Throw: Will negates (object)
Spell Resistance: No
Umbral hand functions like the spell mage hand, except you can manipulate heavier objects and magic items. Magic items are allowed a saving throw to negate the effect. You need not concentrate on the effect, but you must direct it with your thoughts once each round (a free action) or the effect ends.

Widened Eyes
School: Divination
Range: Personal
Target: You
Duration: 10 minutes/level (D)
You gain low-light vision, enabling you to see twice as far as a human in starlight, moonlight, torchlight, shadowy illumination, and similar conditions of poor illumination. If you already have low-light vision, these effects stack, enabling you to see four times as far as a human in poor illumination.

Shadowcaster Mysteries

Spoiler:

Afraid of the Dark
Level: 3rd
School: Illusion (Mind-Affecting, Shadow)
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
You draw forth a twisted reflection of your foe from the Plane of Shadow. The image unerringly touches the subject, causing Wisdom damage equal to 1d6 points +1 point per four caster levels (maximum +5). A Will saving throw halves the Wisdom damage.

Army of Shadow
Level: 9th
This mystery functions like the spell summon monster I, except as noted here. You can summon an elder shadow elemental or 1d3 greater shadow elementals. Shadow elementals use the statistics as fire elementals, but they deal cold damage instead of fire damage, are immune to cold instead of fire, and are vulnerable to fire instead of cold.

Aura of Shade
Level: 4th
School: Abjuration
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You protect the subject from low temperatures and cold energy with a thin layer of that energy’s shadowy reflection. This grants the subject immunity to normal extremes of temperatures and absorbs cold damage from attacks and effects. When an aura of shade absorbs a total of 12 points of cold damage per caster level (maximum 240), it expires. For as long as the aura is active, the subject’s weapon or natural weapon melee attacks deal an extra 1d6 points of cold damage.

Bend Perspective
Level: 1st
School: Divination (Scrying)
Range: Personal
Target: You
Duration: 1 minute/level (D)
You view the world as though you were standing in a different spot, up to a maximum distance of 25 feet plus 5 feet per two caster levels. You cannot see through solid objects. You can, however, look around corners or over barriers; obtain a bird’s-eye view of your area, and the like. Essentially, you shift your perspective as though you were located at any spot in range to which you have line of effect.
You can switch back and forth between your own eyes and your alternate viewpoint as a swift action. You can move your alternate perspective, as in the spell arcane eye. Its speed is only 10 feet per round, however, and every round of such movement decreases the mystery’s duration by 1 minute (if you move the perspective in the last minute of the duration, you gain a few seconds of vision at the new position before the effect expires).

Black Fire
Level: 2nd
School: Evocation (Cold)
Range: Close (25 ft. + 5 ft./2 levels)
Area: One 5-ft. square/level (S)
Duration: 1 round/level
Saving Throw: Reflex negates; see text
Spell Resistance: Yes
You create a shapeable shadowy curtain of black flame that covers the affected squares. The fire deals 1d4 points of cold damage per caster level (maximum of 5d4) to any creature standing in an affected square at the beginning of each of your turns until the effect ends. In addition, the flame deals damage to any creature entering or passing through an affected square (a separate saving throw is required for each square passed through). Black fire extends only three feet up from the ground, so a creature can avoid the effect of the mystery by jumping or flying over the area.

Bolster
Level: 4th
School: Transmutation
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You grant the subject 5 temporary hit points for each its Hit Dice (maximum 75 temporary hit points). For the duration of the effect, the subject’s shadow grows larger than normal, and its movements are very slightly uncoordinated with those of the subject. An observer can notice this characteristic by making a DC 20 Spot check.

Carpet of Shadow
Level: 1st
School: Conjuration (Creation)
Range: Close (25 ft. + 5 ft./2 levels)
Area: One 5-ft. square/level (S)
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
You cloak the ground with an uneven and hard to traverse surface. The terrain becomes difficult, meaning that each 5-foot square within the area costs double to move into. For instances, each light undergrowth square (normally costing 2 squares of movement to move into) now costs 4 squares of movement to move into. If you cast this mystery a second time on the same area (or a portion of the same area) while the first casting is still active, the second casting does not worsen the terrain further (although the duration of the effect on that area would be reset).

Chill of the Night
Level: 2nd
School: Transmutation [cold]
This mystery functions like the spell chill metal.

Clinging Darkness
Level: 3rd
Duration: 1 minute/level
Saving Throw: Reflex negates; see text
Spell Resistance: Yes
Clinging darkness creates an area of darkness, as per the spell, except where noted above. A creature within the area affected by this mystery, or that enters the area on its turn, must make a Reflex save or become immobilized. Each round on its turn, an immobilized subject can attempt a new saving throw to end the condition. If an immobilized subject succeeds on its save, it still needs to save again at the start of its next turn in order to avoid succumbing to the darkness again, if it remains in the area of effect.

Congress of Shadows
Level: 2nd
School: Divination (Mind-Affecting)
Range: 1 mile/level
Target: One living creature you have physically met and been introduced to
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You speak, and your words appear in the mind of a distant creature. The message can consist of up to five words, plus one additional word per caster level. It cannot deliver command words for magic items, or in any other respect function as anything but normal speech. The subject recognizes the identity of the sender of the message if it knows you. The creature can then reply, using the same number of words that you used. The message cannot cross planar boundaries.

Consume Essence
Level: 9th
School: Necromancy (Death)
Range: Touch
Target: One living creature
Duration: Instantaneous, then 1 round/level (D); see text
Saving Throw: Will negates
Spell Resistance: Yes
The target of this horrid mystery must succeed on a Will saving throw or die. If the creature succumbs to the mystery and dies, it immediately returns to life at full hit points, but any spells it has already used remain expended. The creature is under your direct mental control. Each round you may issue instructions to the creature as a free action and it will carry out those instructions to the best of its ability. The creature remains in this state for 1 round per level, and then dies again.

Curtain of Shadows
Level: 5th
School: Transmutation
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Shadowy wall whose area is up to one 10-ft. square/level (S)
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
You create a wall of shadow that completely blocks line of sight. Any creature passing through the wall takes 1d6 points of cold damage per caster level (maximum 15d6).

Dancing Shadows
Level: 3rd
School: Illusion (Glamer)
Range: Touch
Target: One creature/5 levels
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You grant the subjects concealment. If you cast this mystery on a single subject, the shadows are thicker, and the subject gains total concealment. The spell see invisibility and the mystery piercing sight do not negate these miss chances, but the spell true seeing and the mystery truth revealed do.

Dark Air or Water
Level: 5th
School: Transmutation
This mystery functions like the spell control water or control winds. You decide which version to use at the time of casting.

Dark Soul
Level: 7th
School: Enchantment (Compulsion; Mind-Affecting)
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes; see text
You turn the dark energies from the Plane of Shadow upon another creature, compelling it to act in ways that it normally would not. While this effect is active, you can use a standard action to focus the shadow energies on one living creature within 30 feet that you select. The creature must succeed on a Will saving throw (DC 18 + your Int modifier) or immediately make a melee attack against one target chosen by you within its reach.

Dawn to Dusk
Level: 1st
You can use deeper darkness, as per the spell.

Echo Spell
Level: 5th
School: Universal
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Repeat a previously cast spell or mystery
Duration: See text
Saving Throw: See text
Spell Resistance: See text
You can echo a mystery or a spell cast by anyone other than yourself, causing it to remanifest under your control. Both the caster and the effect must have been within echo spell’s range, and the entire casting must have occurred in the previous round. You can cast the mystery or the spell using your shadowcaster level (use your Int modifier to determine the mystery or spell’s DC, its duration, saves, and the like as normal for that mystery or spell). You cannot echo a mystery or spell of a higher level than the highest-level mystery you can cast, and you can never echo a mystery or a spell of higher than 4th level.

Ephemeral Image
Level: 7th
This mystery functions like the spell project image, expect as noted above. In addition, the image that you project has concealment unless it is in direct sunlight or within the area of a daylight spell or effect.

Ephemeral Storm
Level: 9th
School: Evocation
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/2 levels, no two of which are more than 20 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Targets of ephemeral storm must make a Fortitude save or die. Those who succeed take 5d6 points of damage.

Faces of Shadow
Level: 1st
School: Illusion
This mystery functions like the spell disguise self.

Far Sight
Level: 8th
This mystery functions like the spell greater scrying.

Feign Life
Level: 5th
This mystery functions like the spell animate objects, but the items grow dark and warped, becoming more sharp edged and appearing slightly worn or decayed for the duration of the effect. The objects animated by this mystery also gain concealment.

Flesh Fails
Level: 2nd
School: Necromancy
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You deal either 4 points of Strength damage, 4 points of Dexterity damage, or 2 points of Constitution damage to the subject; you choose which kind of ability damage when you cast the mystery.

Flesh Fails, Greater
Level: 8th
School: Necromancy
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level in a 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This mystery functions like the mystery flesh fails, expect that you can affect multiple subjects, and you deal either 8 points of Strength damage, 8 points of Dexterity damage, or 4 points of Constitution damage. You must deal the same kind of ability damage to all subjects.

Flicker
Level: 3rd
School: Conjuration (Teleportation)
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Once per round, as an immediate action, you can instantly transfer yourself from your current location to any other spot within a distance of 5 feet per two caster levels. You always arrive at exactly the spot desired. If you use flicker in response to an attack against you, the strike has a 50% miss chance.

Flood of Shadow
Level: 6th
School: Abjuration
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: See text
A flood of mystical shadow-power renders casting more difficult. To cast most spells while in, or cast spells into, an area affected by flood of shadow, the caster must succeed on a Spellcraft check (DC 15 + spell level), or the spell is lost with no effect. Mysteries or any spells of the shadow sub-school can be cast within or into the affected area without making the Spellcraft check. In addition, if a mystery or spell of the shadow sub-school originates in an area affected by flood of shadow, its variable numerical effect is increased by 50% (as if it was empowered), although its level does not increase.

Killing Shadows
Level: 3rd
School: Transmutation
Range: 30 ft.
Effect: Cone
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
Creatures within a cone of killing shadows take 1d6 points of damage per caster level (maximum 10d6), or half that amount on a successful Will save.

Languor
Level: 5th
Range: Close (25 feet + 5 ft./2 levels)
Duration: 1 round/2 levels (D)
Languor functions like either the spell slow or the spell hold monster, except as noted above. You choose which version you want before the effect begins. If you choose hold monster, the mystery can affect only one subject.

Life Fades
Level: 1st
School: Necromancy
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Your touch deals 1d6 points of damage per caster level (maximum 5d6) and causes the subject to become fatigued for 1 round per caster level (a Fortitude save negates the fatigue). The fatigue effect of this mystery does not stack with itself, so a creature fatigued by one casting does not become exhausted by a second casting.

Life Fades, Greater
Level: 7th
School: Necromancy
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level in a 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You deal 1d6 points of damage per shadowcaster level and cause the subjects to become exhausted for 1 round per shadowcaster level (a Fortitude save reduces the damage by half and decreases the exhaustion to fatigue). This mystery does not stack with itself, so a creature fatigued by saving against one invocation does not become exhausted by saving against a second invocation.

Mesmerizing Shade
Level: 1st
School: Enchantment (Compulsion, Mind-Affecting)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will partial
Spell Resistance: Yes
Shadow flickers around the subject, distracting and dazing him. The subject can avoid the daze effect with a successful Will saving throw, but still takes a -1 penalty on attack rolls, checks, and saves.

Pass into Shadow
Level: 5th
This mystery functions like the spell plane shift, except that your destination or origination must be the Plane of Shadow.

Piercing Sight
Level: 2nd
You can see invisible and ethereal creatures and objects as with the see invisibility spell. In addition, you gain darkvision out to 60 feet for the duration of the mystery.

Prison of Night
Level: 7th
School: Conjuration (Creation)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Huge or smaller creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
This mystery immobilizes the subject in a prison of shadow. This prison blocks both line of effect and line of sight to the creature inside it, and is impenetrable from the outside. The creature inside the prison takes 1d6 points of cold damage at the beginning of each round that it remains inside the prison. Once each round as a standard action, a creature caught in the prison can attempt a Fortitude saving throw against the spell’s original DC to break out of the prison. Success means that the creature can move out of the prison, and it fade to nothingness. Failure means that the creature takes 1d4 points of Constitution damage and remains trapped.

Reflections of Things to Come
Level: 9th
School: Divination
Range: Personal
Target: You
Duration: 10 minutes/level or until discharged
This mystery grants you knowledge of what will occur (or at least what is likely to occur), granting you several benefits. You gain the uncanny dodge ability, a +10 insight bonus on initiative checks (you always get to act in a surprise round), and a +4 insight bonus to Armor Class. In addition, you can discharge the energy of this mystery as an immediate action to cause an attack to miss you that would otherwise have been successful. You can declare that you are using this ability after the result of the attack roll is known, but you must do so before damage is determined. Using this ability discharges and ends the mystery. You can also discharge the energy of this mystery as an immediate action to immediately convert a failed saving throw into a successful one. Using this ability discharges and ends the mystery.

Shadow Evocation
Level: 4th
School: Illusion (Shadow)
This mystery functions like the spell shadow evocation, except as noted above. In addition, this mystery can mimic an evocation spell of 4th level or lower (rather than 5th level or lower).

Shadow Evocation, Greater
Level: 6th
School: Illusion (Shadow)
This mystery functions like the spell greater shadow evocation, except as noted above. In addition, this mystery can mimic an evocation spell of 6th level or lower (rather than 7th level or lower).

Shadow Investiture
Level: 6th
School: Transmutation
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You infuse the subject with the power contained in its own shadow. This grants the creature resistance to cold 15, the evasion ability, and darkvision 60 feet.

Shadow Plague
Level: 8th
School: Conjuration (Creation; Cold)
This mystery functions like the spell incendiary cloud, except that it deals cold damage rather than fire damage.

Shadow Skin
Level: 2nd
School: Abjuration
Range: Personal
Target: You
Duration: 1 round or less; see text
You cast this mystery as an immediate action. You gain damage reduction according to your shadowcaster level: a shadowcaster of up to 4th level gains DR 5/magic; from 5th to 9th level, you gain DR 10/magic; from 10th to 14th level you gain DR 10/magic and silver; from 15th to 19th level you gain DR 15/magic and silver; at 20th level you gain DR 15/-. This DR lasts until the beginning of your next turn.

Shadow Storm
Level: 6th
School: Evocation (Electricity, Cold)
Range: Medium (100 ft. + 10 ft./level)
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This mystery creates a blast of electricity and cold energy, much like some of the fearsome weather found on the Plane of Shadow. The storm strikes one target initially, and then arcs to other targets. The storm deals 1d6 points of damage per caster level (maximum 20d6). Half of this damage is electricity damage, and the other half is cold damage. After it strikes, the storm arcs (like the spell chain lightning) to a number of secondary targets equal to your caster level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).

Shadow Surge
Level: 9th
Range: Close: 25 ft. + 5 ft./2 levels
Target: Up to one living creature/level, no two of which are more than 30 ft. apart
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
This mystery functions like the spell dominate monster, except as noted above.

Shadow Time
Level: 9th
This mystery functions like the spell time stop.

Shadow Vision
Level: 4th
School: Transmutation
Range: Medium (100 ft. + 10 ft./level)
Target: One creature with an Intelligence of 3 or higher
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
You impede the subject’s vision and its ability to determine what’s happening around it. The subject takes a -4 penalty on attack rolls, ability checks, and skill checks. In addition, you have total concealment with respect to the subject (miss chance applies during each round of the duration).

Shadow Ward
Level: 1st
School: Abjuration
This mystery functions like the spell hold portal.

Shadows Fade
Level: 4th
This mystery functions like the spell dispel magic, except as noted above.

Shadows Fade, Greater
Level: 6th
This mystery functions like the spell greater dispel magic, except as noted above.

Sharp Shadows
Level: 3rd
School: Abjuration
Range: Personal
Target: You
Duration: 1 minute/level (D)
A creature striking you with its body or a handheld weapon takes 1d6 points of damage +1 point per caster level (maximum +15). A creature wielding a reach weapon is not subject to this damage if it attacks you. If the attacker has spell resistance, it applies to this effect (unless you invoke the mystery as a supernatural ability). Damage from sharp shadows is not considered magical for the purpose of overcoming damage reduction, and the effect is not considered a weapon for the purpose of spells such as align weapon or magic weapon.

Sight Eclipsed
Level: 2nd
School: Illusion (Glamer)
Range: Personal
Target: You
Duration: 1 round/level (D)
While this mystery is in effect, you can attempt Stealth checks even while being observed, just as if you had cover or concealment for the purpose of this determination. In addition, you gain a +4 competence bonus on all Stealth checks for the duration of the mystery.

Soul Puppet
Level: 8th
School: Enchantment (Compulsion, Mind-Affecting)
Range: Touch
Target: One living creature touched
Duration: 1 day/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The control granted by soul puppet follows the same mechanics as the spell dominate monster. Anyone observing the subject with the spell true seeing, the mystery truth revealed, or a similar ability sees tendrils of darkness extending a few feet from the subject before fading into nothingness. Similarly, anyone who observes you while directing the subject notices tendrils extending from your fingers, also fading into nothing.

Steel Shadows
Level: 1st
School: Abjuration
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Steel shadows grants you a +3 armor bonus and a +3 shield bonus to AC, but without weight, armor check penalty, arcane spell failure, or speed reduction (total bonus of +6). The effect is not a force effect, and attacks from incorporeal creatures ignore it.

Step into Shadow
Level: 4th
This mystery functions like the spell dimension door.

Summon Umbral Servant
Level: 7th
This mystery functions like the spell summon monster I, except as noted here. You can summon a greater shadow elemental or 1d3 huge shadow elementals. Shadow elementals use the statistics as fire elementals, but they deal cold damage instead of fire damage, are immune to cold instead of fire, and are vulnerable to fire instead of cold.

Thoughts of Shadow
Level: 2nd
School: Transmutation
Range: Touch
Target: Creature touched
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You grant the subject a +4 enhancement bonus to Intelligence, Wisdom, or Charisma. You decide which ability you are enhancing when you cast the mystery, and you may not later alter your choice.

Tomb of Night
Level: 8th
This mystery functions like the mystery prison of night, except that instead of taking Constitution damage upon failing a Fortitude save to escape the prison, the creature gains one negative level. In addition, tomb of night deals 3d6 points of cold damage per round.

Truth Revealed
Level: 7th
This mystery functions like the spell true seeing.

Umbral Body
Level: 8th
School: Transmutation
Range: Personal
Target: You
Duration: 1 round/level (D)
You gain the incorporeal subtype and all advantages and traits associated with it.

Umbral Touch
Level: 3rd
School: Conjuration
Range: Touch
Target: Creature or creatures touched
Duration: 1 minute/level (D); see text
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
Umbral touch infuses one of your hands with dark, shadowy energy, allowing you to make debilitating melee touch attacks. A successful strike deals 5d6 points of damage to a target, which must succeed on a Fortitude saving throw or also be slowed. While this mystery is active, you threaten an area as if you were armed and can make attacks of opportunity with your umbral touch. This mystery completely occupies one of your hands, as if you were holding an object in that hand. If you have another open hand, you can cast other mysteries or spells normally, even those with a range of touch, but you cannot deliver another mystery or touch spell and make an attack with umbral touch in the same round. This effect normally lasts for 1 minute per level, but each successful touch attack shortens the duration by 1 minute (allowing you to make one successful attack per level before the effect is discharged).

Unravel Dweomer
Level: 5th
This mystery functions like the spell break enchantment, except as noted here.

Unveil
Level: 6th
School: Divination
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This mystery immediately ends any of the following adverse conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, immobilized, insanity, nauseated, sickened, stunned, and poisoned. In addition, it negates the effects of the mysteries mesmerizing shade, shadow hood, and shadow between, and cancels curses as the spell remove curse.

Voice of Shadow
Level: 1st
This mystery functions like the spell command. A second function is a necromancy effect. Undead and constructs that fail their saving throws against this effect are dazed for 1 round. You do not have to choose which version to use.

Voyage into Shadow
Level: 6th
This mystery functions like the spell shadow walk, except as noted here. Your movement rate on the Plane of Shadow is double that described by the spell. Further, upon reaching your destination, you can attempt a DC 30 Knowledge (The Planes) check; success indicates that you appear exactly where you wish, rather than being shunted to a nearby space as per the spell. You need not leave the Plane of Shadow once you enter it, and this mystery can be used on the Plane of Shadow to travel rapidly.

Warp Spell
Level: 4th
School: Abjuration
Range: Close (25 ft. + 5 ft./2 levels)
Target: A spell or mystery cast by someone else
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: No
You can cast this mystery as an immediate action to warp another caster’s spell or mystery. In this case, warp spell must be used at the moment of the other casting. To be successful, you must beat the other caster on an opposed caster level check (1d20 + caster level). If you do not, you have failed to take control of his spell or mystery, and it manifests normally. If you succeed on the opposed check, the other caster’s mystery or spell is countered, as if you had used the counter-spell action successfully, and you gain one additional spell slot for a 1st-3rd level mystery that you know. You can keep this additional spell slot until a later turn (requiring a standard action to activate), but it must be used within 1 hour or it is lost. You can also combine the activation of the additional spell or mystery with the immediate action required for the warp spell mystery, allowing you to cast a 1st-3rd level mystery out of turn.


Cool conversion. Did you convert any of the cityscape web enhancement?


Sethvir wrote:
Cool conversion. Did you convert any of the cityscape web enhancement?

Nope. Some of those mysteries are a little TOO over the top (the 9th level one that has a one-mile radius effect, for example? That's epic, not 9th level).

MA


Add Consume Essence to 9th level mysteries. Sorry about that.

MA

RPG Superstar 2012 Top 32

Looks great!

Did you get rid of the path system?


SmiloDan wrote:

Looks great!

Did you get rid of the path system?

Yep. It just didn't fit too well in the game; you can choose any spell you want without having to stick a path when you gain a spell known. Makes it a bit more flexible and it is one of the suggestions that Ari (Mouseferatau, the original designer) made on EN World to give the class a boost.

I added Shadow Meld at 12th since in our last thread on this, 12th was a dead level. What do you think of it? Too much?

MA


Ooh I like this a lot! Nicely done master arminas! I really like the fundamentals - their low DC (10+ int modifier) kinda nerfs them, but as they are unlimited I guess that's for the best...

master arminas wrote:

Fundamentals of Shadow (Su): A shadowcaster masters certain basic powers before proceeding to deeper secrets of shadow. These powers—known as fundamentals of shadow (see below for a list of the different fundamentals)—are cast like any other spell, but they not consume any slots and may be used again. The save DC for a fundamental—if any—is equal to 10 + the shadowcaster’s Intelligence modifier.

So I could potentially cast a new shadow hood on a foe each round, or the same foe to get the rounds stacking/extending...

Or cast an arrow of dusk every round for some non-lethality!

But really, I'll be using Caul of Shadow and Widened Eyes always!!!


Great job! I really like it!


master arminas wrote:
Sethvir wrote:
Cool conversion. Did you convert any of the cityscape web enhancement?

Nope. Some of those mysteries are a little TOO over the top (the 9th level one that has a one-mile radius effect, for example? That's epic, not 9th level).

MA

Used it to great effect in a campaign that went Epic under 3.5 with a 28th level straight progression Shadowcaster.


I understand that this is a conversion, but I almost want to say it might be better/more available as an archetype for Wizards & Witches, though I can't really make any further recommendations off the top of my head - I'll review the cityscape books this evening.

I like the work you've done with it, so take my suggestion with a grain of salt; whenever I try to convert a "base caster" class from 3.x, I try to make it an archetype, bloodline, or school as a general rule.


Da'ath wrote:

I understand that this is a conversion, but I almost want to say it might be better/more available as an archetype for Wizards & Witches, though I can't really make any further recommendations off the top of my head - I'll review the cityscape books this evening.

I like the work you've done with it, so take my suggestion with a grain of salt; whenever I try to convert a "base caster" class from 3.x, I try to make it an archetype, bloodline, or school as a general rule.

As I remember the additional Shadowcaster material was in one or two of the three that were created and were on the WotC website.

Edit: Links to all three cityscape enhancements. Shadowcaster in Part 2

Cityscape WE - Part 1.

Cityscape WE - Part 2.

Cityscape WE - Part 3.


Sethvir wrote:
As I remember the additional Shadowcaster material was in one or two of the three that were created and were on the WotC website.

Thanks! I'd have been hunting for it for a while.


Arminas you truly are a master. Just a few questions for you. Did you consider the Shadow metamagic feats when designing this? They were presented in the Inner Sea Magic book. Also, did you base this class as an alternate or archetype for any of the Pathfinder standards? It looks vaguely like the Oracle, what with the mysteries and all.


UsagiTaicho wrote:
Arminas you truly are a master. Just a few questions for you. Did you consider the Shadow metamagic feats when designing this? They were presented in the Inner Sea Magic book. Also, did you base this class as an alternate or archetype for any of the Pathfinder standards? It looks vaguely like the Oracle, what with the mysteries and all.

You might send him a PM - this thread (and MA's last post on it) is nearly two years old...


I do not feel like this is an improvement. If anything I feel as though this is almost a bastardization of what the class was originally supposed to be, an alternate magic source caster with quirks within its own unique system. Yes, there were flaws, but it shouldn't mean the things that made it unique should be completely scrapped. I have notes a playtester left on another forum regarding fixes (Mouseferatu was her name I believe) and they come really damn close to fixing what already was there, including making paths far less confining. Sorry to sound like a dick but this feels less update and more slapping a name onto a different package. However making it one caster stat as opposed to 2 is amassive step in the right direction (we only need one Arcanist).


Here's the fixes that were suggested on EN World by Mouseferatu: http://www.enworld.org/forum/showthread.php?167796-The-Shadowcaster-weak/pa ge8&p=2957649#post2957649

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Master Arminas's Shadowcaster for Pathfinder All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules