About Gamzander UnderdarkA pale figure emerged from the shadows, "The time has come to rise against House Thrune." The other cloaked figures looked at each other nervously. Several peered through the cracks in the shuddered windows of the tavern for any sign of the city watch. Down with house Thrune. Those words were treason and were punishable by death. The Hellknights would not hesitate to pronounce judgment. The pale man pushed his cowl back to reveal long black hair and penetrating blue eyes, "My name is Gamzander Delgeth and I have been sent by the Varisian Intelligence Ministry to organize the resistance in Kintargo. " Gamzander paused a moment to study his fellow conspirators, "The arrival of Brazilia Thrune is the moment that we've been waiting for. He has used brutality and coercion to consolidate his power, but in so doing he has alienated much of the city. I believe the citizens of Kintargo near the point where they will support open rebellion. All that is required is a spark. My friends, our insurgency will be that spark!" Gamzander slammed his fist on the table, "The revolution begins now!" 1st Level Stat Block:
Gamzander Underdark Male gnome sorcerer (wildblooded) 1 (Pathfinder RPG Ultimate Magic 70) CG Small humanoid (gnome) Init +5; Senses low-light vision; Perception +8 -------------------- Defense -------------------- AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) hp 8 (1d6+2) Fort +2, Ref +3, Will +3; +1 trait bonus vs. illusion effects, +2 vs. illusions Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. Melee (M) cold iron dagger -2 (1d4-1/19-20) or . . (M) silver dagger -2 (1d4-2/19-20) Ranged (M) light crossbow +0 (1d8/19-20) Special Attacks hatred Spell-Like Abilities (CL 1st; concentration +5) . . 1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +5) . . 1st (4/day)—color spray (DC 18), mage armor . . 0 (at will)—detect magic, disrupt undead, light, prestidigitation . . Bloodline Umbral -------------------- Statistics -------------------- Str 9, Dex 16, Con 15, Int 13, Wis 13, Cha 18 Base Atk +0; CMB -2; CMD 11 Feats Eschew Materials, Spell Focus (illusion) Traits pattern speaker, reactionary Skills Acrobatics +3 (-1 to jump), Appraise +5, Bluff +8, Knowledge (arcana) +5, Knowledge (history) +2, Knowledge (local) +2, Perception +8; Racial Modifiers +2 Perception Languages Common, Gnome, Shadowtongue, Sylvan SQ cloak of shadows, gnome magic Other Gear cold iron dagger, crossbow bolts (10), light crossbow, silver dagger, 8 gp -------------------- Special Abilities -------------------- Cloak of Shadows +1 (7/day) At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (mi Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast. Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC. Umbral Your nature is to gather the darkness into yourself. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
The Shadow Bloodline:
Shadow Spirits from the shadow plane dally at times in the world of light, and such as these lay with your ancestors once upon a time, imparting the mystery of shadow-stuff into your lineage. You are often sullen and withdrawn, preferring to skulk at the fringes of social circles and keep to yourself, cultivating an air of mystery and majesty that is all your own. Class Skill: Stealth. Bonus Spells: ray of enfeeblement (3rd), darkvision (5th), deeper darkness (7th), shadow conjuration (9th), shadow evocation (11th), shadow walk (13th), power word blind (15th), greater shadow evocation (17th), shades (19th). Bonus Feats: Acrobatic, Blind-Fight, Dodge, Quick Draw, Silent Spell, Skill Focus (Stealth), Stealthy, Weapon Finesse. Bloodline Arcana: Whenever you cast a spell with the darkness descriptor or the shadow subschool, you gain a circumstance bonus on Stealth checks equal to the spell's level for 1d4 rounds. Bloodline Powers: Your benighted heritage infuses your mastery of magic with the essence of shadowstuff. Shadowstrike (Sp): At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Nighteye (Ex): At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts. Shadow Well (Sp): At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level. Enveloping Darkness (Sp): At 15th level, you may create an area of deeper darkness that you can see through without penalty. All creatures except you are entangled within this darkness unless using freedom of movement or a similar effect. You may use this ability once per day. Shadow Master (Su): At 20th level, you can see perfectly in natural or magical darkness. When you use shadow conjuration or shadow evocation spells, your creations are 20% more real, and any creatures you create gain the benefits of the Augment Summoning feat Umbral
Whenever you cast a spell in an area of dim light or darkness, your effective caster level is increased by 1. This ability replaces the Shadow Bloodline Arcana. Bloodline Powers Your shadow magic is more defensive than offensive. Cloak of Shadows (Sp): At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (minimum +1 bonus for 1 round). You may use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces shadowstrike.
Background:
Gamzander Underdark was born during a rare alignment of Liavara, Bretheda and Aucturn. His mother would tell him that the astrological phenomena was a portent of great power. As he would age and begin manifesting his powers, Gamzander would often wonder if his abilities derived from the stars. Destiny then, perhaps, had something in mind for this troubled youth. Little would Gamzander know that the rare alignment of Aucturn with the other planets had brought the prime material plane in close proximity to the dimension of shadow, and would presage his eternal linkage to the unearthly boundaries of darkness and light. Somehow, the very essence of the plane of shadow had leached into Gamzander's soul - altering his being to something beyond the pale of humanity. Gamzander was born in the subterranean caverns beneath the foreboding darkness of the Ravounel Forest, on the northwest coast of Cheliax. His parents were prominent members of the Cerulean Society, whom used the forest as a sanctuary from the ever encroaching Law. Gamzander grew up in the shadows of the Underdark, where he learned undercommon and the essential skills required to survive in a world of predators. Eventually his keen intellect and a insatiable sense of adventure would lead him to the shadows of nearby Kintargo. In Kintargo, he and his comrades from the Cerulean Society would form their own thieves guild. Gamzander would soon discover that his inherent talents to mold the stuff of shadow greatly assisted the guild in it's pursuits of burglary, stealing, robbery and extortion. Gamzander learned to operate seamlessly within a team of rogues. Eventually, he would rise to become a pivotal operative within the guild. Fierce competition with other guilds would force the team to align with the local Church of Asmodeus, which benefited from maintaining underworld contacts. The Church of Asmodeus, whom included many members from the ruling Hell Knights, recognized the potential within Gamzander and mentored the aspiring sorcerer in the ways of the wicked. Gamzander, whom never much cared for morality, respected the order of the church and appreciated the knowledge that it imparted. Gamzander would become fluent in the culture and language of the merchants whom he preyed upon in Kintargo. Eventually, seeking ever bigger prizes, Gamzander and his comrades would evolve to breaking into the lavish homes of Kintargo's aristocracy and stealing from the city's elite ruling class. During these operations, Gamzander would learn the plans and machinations of Kintargo's corrupt bourgeois. But as fate would have it, the fickle fortunes of luck were destined to conspire and turn against the young sorcerer. During one auspicious raid, Gamzander and his men would steal a tome bound in valuable gold leaf from a high ranking Thrune military officer. Unbeknownst to the thieves, the tome contained the plans by House Thrune to undermine the government in Korvosa by fomenting insurgency. Not only did the tome include damning evidence of Thrune's complicity, but it also named each Thrune operative currently in Varisia. House Thrune wasted no time tracking down the stolen plans. Gamzander's guild was hunted down and killed like dogs in the streets. Only Gamzander survived due to luck and his unique abilities to blend into the shadows. Devastated, Gamzander would flee Cheliax for exile in Varisia. Gamzander swore that he would return to Kintargo someday to avenge his slain friends. In Korvosa, Gamzander would begin his retribution by providing the names of the Thrune operatives to the Korvosan Guard. Varisia would make short, bloody work of the Chelish spies. Gamzander would eventually join the Varisian Intelligence Ministry as an aspiring operative. After spending several years working counter-insurgency, Gamzander would volunteer to return to Kintargo to foment rebellion. The Varisian Intelligence Ministry, like Gamzander, believes that the ascent of Brazillia Thrune may provide a unique opportunity to pull Kintargo from the orbit of House Thrune. Now, hiding in the shadows of Kintargo, Gamzander prepares to exact his vengeance upon those who would destroy his city. He seeks like minded individuals who are willing to rise against the forces of tyranny and corruption. Among his fellow conspirators he whispers the battle cry, "Down with House Thrune!"
Reason to Protest:
Meeting a Contact: The Silver Ravens have long fascinated Gamzander. Gamzander both agrees with their politics for a free Kintargo and admires their spirit. Gamzander worked with members of the Silver Ravens during his guild days and now seeks to re-establish those contacts to facilitate rebellion in Kintargo. When House Thrune established martial law a week ago, though, the Silver Ravens went dark. Rumors that their leaders have all been captured or killed circulate, and no sign of the rank-and-file members can be found. Gamzander is now starting to worry, and hopes to find out what happened to the group. After doing a bit of research, Gamzander was contacted by a friend of a friend of a friend who claimed to know something about the Silver Ravens. Gamzander didn’t know who this contact is or even his name, but Gamzander does know that he’s a human man, and that he’s arranged to meet with him at the Aria Park protest. Gamzander will know him because he’ll be wearing one black leather glove on his right hand and no glove at all on the left. (+2 bonus on all Perception and Sense Motive checks made during the protest itself.) Appearance:
Gamzander has long black hair, blue eyes and pale skin. He is tall with a lithe frame of sharp angles. Gamzander walks with the swagger of an accomplished thief and aspiring intelligence operative. His arms and chest are heavily tattooed with arcane insignia. Gamzander's numerous scars belie his life among rogues and his checkered history of drunken bar room brawls. Despite his life as an operative, Gamzander has an easy smile and pleasant demeanor when he is with friends. Gamzander's charm and dark good looks are the envy of Kintargo. Gamzander believes that the key to success is meticulous upkeep of his equipment, weapons and tools. His leather clothes perfectly fit him and are kept mended and clean. His weapons are well sharpened and oiled. His tools are each kept in their own specialized bag or pocket. Gamzander exudes the image of organization, readiness and professionalism.
Personality:
Gamzander is mercurial and a practiced liar. He is ruthless, ambitious and utterly consumed with his goals of destroying House Thrune. He is a deceitful manipulator whom excels in the art of scheming. Gamzander is process driven, hierarchical, disciplined and goal oriented. Gamzander has unwavering loyalty to his team mates. Gamzander is haunted by the death of his old guild in Kintargo. His usual high energy drive is occasionally overtaken with somber moods of melancholy and dark sarcasm. His sorrow is intensified when he is drinking, where he alternates between fits of rage and depression. Luckily, these moods are transient and only serve to further his resolve to exact vengeance on his friend's killers. Gamzander eagerly awaits his day of retribution against the thrice damned House Thrune.
Religion:
Gamzander worships the Lady of Graves. Gamzander associates the plane of shadows with the nether region between life and death. Gamzander believes that he himself already has one foot in the grave - he believes that he should have died with his guild mates and that he somehow cheated death as a result. Gamzander is convinced that the reaper will soon be coming for his due and his death is imminent - he prays to Pharasma to guide him in these final moments. Gamzander believes that he his destined to sacrifice his life for something noble. Gamzander believes that avenging his fallen comrades by freeing Kintargo from House Thrune is that noble cause. Level Progression:
Feat Progression: H. Skill Focus (Knowledge, Local) 1. Spell Focus (Illusion) 3. Craft Wondrous Item 5. Eldritch Heritage (Arcane) 7. Improved Familiar (Imp) B. Skill Focus (Stealth) 9. Greater Spell Focus (Illusion) 11. Tenebrous Spell 13. Umbral Spell B. Silent Spell 15. Grasping Spell 17. Spell Penetration 19. Greater Spell Penetration Spell Progression:
Metamagic:
Tenebrous Spell (Metamagic) You blend shadow into your spells, increasing their efficacy at the price of susceptibility to light. Benefit: When you cast a tenebrous spell in darkness or dim light, the spell’s effective caster level and any associated save DCs are increased by 1. Any attempts at dispelling a tenebrous spell in darkness or dim light take a –2 penalty on the dispel check. Casting a tenebrous spell in bright light is difficult, and requires a concentration check (DC 15 + twice the tenebrous spell’s effective spell level). Attempts to dispel a tenebrous spell in bright light gain a +4 bonus on the dispel check. You cannot use this feat on spells with the light descriptor. A tenebrous spell uses up a spell Slot one level higher than the spell’s actual level, except in the case of spells with the darkness or shadow descriptor or of the illusion (shadow) subschool; this feat does not change the effective level of those spells (but still counts as using a metamagic feat for all other purposes). Umbral Spell
Prerequisite: Tenebrous Spell. Benefit: An umbral spell gains the darkness descriptor. As long as the spell is in effect, the creature or object affected radiates darkness in a 10-foot radius, reducing illumination similar to the effects of the darkness spell. Nonmagical sources of light, such as torches or lanterns, do not increase the light level in this area. Magical light sources only increase the light level in an area affected by an umbral spell if they are of a higher level than the umbral spell’s unmodified spell level. This effect does not stack with itself or with any other effect that creates darkness. Level Increase: +2 (an umbral spell uses up a spell slot two levels higher than the spell’s actual level.) You cannot use this feat on a spell with an instantaneous duration or a spell that does not target a creature or object. Shadow Grasp
Prerequisites: Tenebrous Spell, Umbral Spell. Benefit: When you cast a spell with the darkness descriptor that affects an area, creatures in the area are entangled. If the spell allows a saving throw, a successful save negates the entangle effect. If the spell does not normally allow a save, a creature can make a Reflex save (DC = the spell’s DC if it had a saving throw) to negate the effect. If the spell allows spell resistance, failing to overcome a creature’s spell resistance means it is not entangled. An entangled creature remains so as long as it is in the area of the spell and for 1 round after it leaves. A creature that leaves and reenters the area must make a new saving throw to avoid becoming entangled. Creatures that succeed at a save to resist being entangled do not have to make additional saves if they stay within the darkened area. You are never impeded by the effects of your spells modified by this feat. Level Increase: +1 (a shadow grasp spell uses up a slot one level higher than the spell’s actual level.) Darkness Spells
Shadow Spells
Tactics:
Low Levels: Color Spray, Silent Image, Web Mid Levels: Invisibility with Summon Monster III, IV Mid-High Levels: Shadow Evocation/Conjuration High Levels: Grasping Spell with Darkness Shadow Conjuration:
Shadow Conjuration Grease. Pretty darned useful. One of Grease's biggest weaknesses was that its Save DC was based on a level 1 spell. Bonuses to illusion spells basically heighten this without the use of metamagic. Obscuring Mist. Better than the original. Keep in mind, nobody gets a save until they interact with it (enter the mist) or carefully study it (which probably won't happen in combat.) There's the chance it will hide you from your enemies while you can still see them. Glitterdust. Better than the original. It has about the same chance to hit as the regular version – but all those saves on subsequent rounds are keyed to a higher DC. And it almost certainly outlines invisible creatures all the same – there aren't too many ways a GM could rule the physics that would break that aspect of the spell. Web. Extremely good. Web is a very powerful spell that's balanced out by it being situationaly useful. Which isn't a problem for Shadow Conjuration. Better still, like Glitterdust, all the subsequent saves are against an improved DC. Communal Mount (UC). Yes, you can use this to give your party mounts for a short journey of a few hours. Do you know what else you can do? Use it to summon six large animals in a fight. You're not even using it for damage dealing at that point - being able to block off 24 five-foot squares is an incredibly powerful ability. This trumps the regular Mount by a mile, and that spell probably would've been green. Stinking Cloud. Excellent, and should probably be your go-to crowd control spell. Nauseated is a terrific debuff, and with some bonuses to your illusions, you can pull this off with pseudo-heighten. Phantom Steed. Excellent. Remember, you can voluntarily fail your will save (see the Zen Flavoring section.) Spiked Pit (APG). The great thing about this spell is that the Will Save doesn't matter much - as long as they fail their Reflex Save, you're golden. If they fail the Will Save, they're taking up to 7d6 damage and are stuck in a thorned hole of up to 50 feet deep. But even if they successfully disbelieve the illusion, they're still going to fall in a hole up to 10 feet deep, with a heft Climb DC of 20 Greater Shadow Conjuration
Shades
Shadow Evocation:
Shadow Evocation Darkness. Darkness is an already underused mechanic. But this spell is fantastic if you think about it. Picture this: you cast Darkness on the fighter's sword before the battle. Everyone checks to see if they can see through the illusion. A few seconds later you tell them that, yes, this is indeed an illusion – which lets them reroll the check with a +4 bonus. Hopefully most or all of the party will make one of the two will saves. Afterwards, you can fight a battle where only the enemy is effected by the Darkness spell. Also, unlike regular Darkness, a Shadow version is a 5th level spell... it cannot be dispelled by a Daylight spell. Dragon's Breath. This is the spell that really makes the blasts tick for Shadow Evocation. You can get 30 foot cones of Acid, Fire or Cold. Or you can get 60 foot lines of Acid, Fire, or Electricity. The damage caps at 12d6, which is above most of the other spells you'd mimic. Telekinetic Charge. This spell lets you move an ally to someplace else on the battlefield... and if that results in them moving next to an enemy, your ally will get a free attack with a charge bonus. This may be one of the best spells to use against an enemy spellcaster. Just throw the Fighter at them! Resilient Sphere. Excellent. Ordinarily, this spell is mostly for an offensive purpose – isolating out an enemy from the battle while you destroy their companions. However, a Shadow version of this spell poses an interesting wrinkle: the impenetrable invisible barrier isn't so impenetrable. In fact, this is one of the best defensive buffs you can put on an archer. They can shoot out of the sphere (arrows always succeed on the disbelief check) while no melee forces can get close enough to swing at them unless they pass a Will save. Cast this on yourself, and if you can pass your will save, you can actually shoot magic out of it. Greater Shadow Evocation
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