The stats for the Grim Reaper are a little wonky. It's incorporeal, but it has a Strength score and damage reduction? It also has polymorph, am I mistaken or aren't undead immune to polymorph effects?
Undead are immune to polymorph but any creature can drop his immunities unless specifically mentioned (for example unintelligent constructs can't drop their SR). So he can recieve beneficial polynorph effects if he wishes to.
Also Damage reduction might be extraordinary or supernatural. Nothing stops an incorporeal creature having supernatural (ie. alignment based or x/magic or epic) damage reduction.
Lastly there are incorporeal creatures with a strength score (ghosts). usually they have the ability to manifest (where they are incorporeal), but on their home plane they are corporeal (thus the strength score)
Thanks for your time :) I will wait then for commentary. If you want to see the commentary in the original thread you can go here. Since you are interested in shadow magic in general you can find in Realms of Chaos posts links of other works, including some new mysteries and path masteries of mine :)
Hallo all! My gaming group has for some time now converted to the Pathfinder rule system and i have found out that many classes, especially the spellcasting ones have acquired new sets of abilities. As i was playing a shadowcaster for a year now (and with the help of Realms of Chaos materials), it occured to me (and my DM helped a lot) to "update" the Shadowcaster class to Pathfinder rules. I also moved up and down some abilities (after some modifications) to avoid dead levels.
So i present you the...
Hit Die: d6
1st +0 +2 +0 +2 Apprentice Mysteries, Fundamentals of Shadow (At Will)
2nd +1 +3 +0 +3 Discreet Casting
3rd +1 +3 +1 +3 Umbral Sight (Dark vision 30 ft), Bonus Feats; see text
4th +2 +4 +1 +4 Bonus Fundamental
5th +2 +4 +1 +4 Path Mastery (Apprentice)
6th +3 +5 +2 +5 Sustaining Shadow (no need to eat)
7th +3 +5 +2 +5 Apprentice Mysteries (Spell-Like), Initiate Mysteries
8th +4 +6 +2 +6 Bonus Fundamental
9th +4 +6 +3 +6 Fundamentals of Shadow (Extraordinary)
10th +5 +7 +3 +7 Sustaining Shadow (no need to sleep)
11th +5 +7 +3 +7 Umbral Sight (See in Darkness 60 ft),Path Mastery (Initiate)
12th +6 / +1 +8 +4 +8 Bonus Fundamental
13th +6 / +1 +8 +4 +8 Apprentice Mysteries (Supernatural), Initiate Mysteries (Spell-Like), Master Mysteries
14th +7 / +2 +9 +4 +9 Fundamentals of Shadow (Mastery)
15th +7 / +2 +9 +5 +9 Sustaining Shadow (Immune to poison / disease)
16th +8 / +3 +10 +5 +10 Bonus Fundamental, Sustaining Shadow (no need to breathe)
17th +8 / +3 +10 +5 +10 Path Mastery (Master)
18th +9 / +4 +11 +6 +11 Sustaining Shadow (Timeless Body)
19th +9 / +4 +11 +6 +11 Umbral Sight (See in Darkness perfectly)
20th +10 / +5 +12 +6 +12 Library of Basics, Sustaining Shadow (Perfect Shadow)[/table]
Skill Points at Each Level: 2 + Int modifier.
Weapon and Armor Proficiency: The shadow caster is proficient with all simple weapons. He is not proficient with any type of armor or shield. Armor of any type interferes with your gestures, which can cause your mysteries to fail when they function as spells.
Fundamentals of Shadow (Su or Ex): As a shadow caster, you must master certain basic powers before proceeding to deeper secrets of shadow. These powers, known as fundamentals, function as supernatural abilities usable at will. You begin play with 3 fundamentals and gain an additional fundamental at 4th level and every 4 additional levels beyond 4th . The save DC of any fundamental is 10 + ½ Caster level + Charisma modifier.
At 9th level you store a tiny portion of the Plane of Shadow in a dark corner of your mind. Whenever magical forces are absent, you call forth that portion's power, in order to use your powers unhindered. You can use a fundamental as an extraordinary ability but doing so takes a full round action and no Meta shadow feats can be used in conjunction with that fundamental.
At 14th level you achieve complete mastery over the basics of Shadow Magic. Whenever you cast a fundamental and modify it with one or more Meta shadow feats, no daily use of those meta shadow feats are expended, nor does its casting time increase. You can now use Meta shadow feats on fundamentals used as extraordinary abilities and such fundamentals are cast at their normal casting time. In order to apply a Meta shadow feat to a fundamental, however, it must still have a remaining use.
Finally at 20th level you gain Knowledge of all fundamentals.
Mysteries and Paths: You invoke mystical secrets called mysteries. You gain 1 mystery at 1st level and every odd numbered level and 2 mysteries at 2nd level and every even class level. Up to 6th level you can learn only apprentice mysteries. At 7th level, you gain access to initiate mysteries and at 13th level you gain access to master mysteries. You can choose your new mystery from any category you have access to (including fundamentals). All the mysteries you learn are transcribed in the Shadow Tome.
Shadow Magic progresses in very specific stages. You may not “jump ahead” in a path, although you do not need to complete a path if you do not wish to. Within a category (apprentice, initiate, master), you can only learn mysteries of a new level if you have learned at least 3 mysteries of a previous level (it doesn't matter whether they are 3 different mysteries or 1 mystery selected 3 times, see below), and you must know all previous mysteries within a path to select a mystery from that path. However you can always select the first mystery in a path of a category you have access to, even if you didn't complete the lower category paths.
When you are capable of casting only apprentice mysteries, you cast them as though they were arcane spells. They do not require verbal or material components or foci, but follow all the normal rules for arcane spells. Observers can make a DC 15 Perception check to note that your shadow is making different gestures from the ones you make when you cast the mystery. At 7th level your apprentice mysteries function as spell-like abilities. Your new initiate mysteries function as arcane spells and follow the rules above. Finally at 13th level your apprentice mysteries function as supernatural abilities, your initiate mysteries function as spell-like abilities and your new master mysteries function as arcane spells and follow the rules above.
You can learn a mystery more than once. Each time you relearn a mystery you gain another set of uses of that mystery per day. If you learn all the mysteries of a path twice, you gain an extra use of each mystery on that path, as well as the Path Focus feat for that path. If you learn them thrice, you gain 1 more use of each mystery on that path, stacking with the previous bonus, and the Greater Path Focus feat for that path. These are passive, extraordinary effects.
You can use each mystery you know once per day if it is cast as an arcane spell, twice per day if cast as a spell-like ability or thrice per day if cast as a supernatural ability. You must rest for 8 hours and meditate for 15 minutes each day to regain your use of mysteries.
In order to cast a mystery, you must have an Intelligence score of at least 10 + the mystery's level. The save DC for your mysteries equals 10 + mystery level + your Charisma modifier for mysteries cast as arcane spells and spell-like abilities and 10 + ½ Caster level + Charisma modifier for mysteries cast as supernatural abilities. Your levels in this class count for the purpose of determining your overall caster level.
Bonus Feats: Beginning at 3rd level you gain bonus feats equal to 1/3 the total number of paths that you have access to. Fundamentals do not apply for the purpose of bonus feats. You must meet the prerequisite (if any) in order to select a feat as a bonus feat. The list of feats you can select includes Favored Mystery, Greater Path Focus, Greater Sustaining Shadow, Greater Umbral Sight, Nocturnal Caster, Path Focus, Shadow Vision, and any Meta Shadow feat.
Umbral Sight (Su): When you reach 3rd level, your vision extends slightly into the Plane of Shadow. You gain dark vision out to 30 feet that stacks with any existing dark vision.
Sustaining Shadow (Ex): Beginning at 6th level, your bond to the Plane of Shadows allows you to absorb dark energies, mitigating certain biological needs. You don't need to eat or drink to maintain health.
Discreet Casting (Su): At 2nd level your obfuscation skills have altered the subtle movements of your shadow. The perception check to note that your shadow is making different gestures from the ones you make when you cast a mystery as an arcane spell rises to DC 15 + your ranks in your Stealth skill if you so choose.
Path Mastery (Su or Ex): Beginning at 5th level you gain a special ability for each completed path. The ability you gain depends on the completed path (see below for a detailed table). If you ever unlearn a mystery from a previously completed path you also lose its associated power.
At 5th level you can have only one Apprentice Path Mastery ability active. At 11th level and every 6 levels thereafter you can activate an additional Apprentice Path Mastery ability.
You can change your activated Path Mastery abilities whenever you reclaim your mysteries.
Note: Path Masteries first appeared in the Descent of Shadows project made by Realms Of Chaos. They are reprinted here for easy access (a few have some changes). Only those who refer to the Tome of Magic and the Cityscape web enchantment mysteries are presented.
Path Mastery Abilities
Astray in the Dark (Apprentice)
Blur of Shadows (Apprentice)
Cloak and Dagger (Apprentice)
Curtain of Shadow (Initiate)
Dark Concealment (Initiate)
Dark Puppeteer (Master)
Dark Trekker (Initiate)
Ebon Form (Master)
Ebon Hand (Apprentice)
Escaping Shade (Master)
Esoteric Knowledge (Apprentice)
Eyes of Twilight (Master)
Grasp of Shadow (Master)
Night's Guard (Apprentice)
Phantom Assault (Master)
Piercing Gaze (Apprentice)
Pull of the Grave (Master)
Shadow Renewal (Initiate)
Shadowy Imitator (Initiate)
Shady Magician (Initiate)
Subtle Voice (Apprentice)
Twilight Guard (Initiate)
Here are also 3 feats that we use on our campaign. Any comments on those would be appreciated :smallbiggrin:
Greater Umbral Sight
Greater Sustaining Shadow
Dark Magic Scholar
I am also planning to change the way metashadow feats work and make them 3/day but with a limitation on the mystery level they can be applied just like the Empower and Quicken spell like ability feats. Any thoughts/personal fixes on that? (and yes i have read Ari Marmell's fixes :) but if you play by those fixes what would you propose for this class to be fixed and/or changed in order to be consistent with the changes?)
Hallo all! First time poster here. Me and my party will soon move into the pathfinder rules and i was intrigued by the bloodline feature of the sorcerer. While it offers great flavor, strong offences (such as claws and ray attacks), defences (such as immunity to criticals or spell resistance) and variety, i thought it could instead be used to incorporate other powers. So i decided to incorporate the shadow caster from tome of magic into a bloodline for the sorcerer.
For those unfamiliar with the class, the shadowcaster uses mysteries instead of spells. They start as arcane spells, turn into spell-like abilities, and then turn into supernatural abilities. They gain only 1 per level.
In addition, they gain supernatural cantrips called fundamentals as they level up, which they can eventually use at will.
They are hardier than the 3.5 edition sorcerer.
Finally, they gain bonus feats, see in darkness, and eventually ignore metabolic needs.
While the abilities are straight from tome of magic (little have i changed) i decided to drop the bonus feats, the intelligence requirement for the casting of mysteries, the incomparability with arcane magic and the rigid prerequisites for learning them.
So i present you...
You are descended from a bloodline of magic users that attuned themselves to the alien nature of the Plane of Shadows. Tapping to the morphic and absolute power of darkness is like as easy as controlling the flows of arcane magic. Shadows always seem to favor you and urge you to be cautious, to take nothing for granted, and always be wary of conspiracies.
Class Skill: Knowledge (The Planes)
Darkness is the fundamental state of the universe. Where other forces are fleeting, slaves of time, darkness always was, always is and always will be. While it grants you great power, it also tries to consume you and your arcane talents and absorb your body, mind and soul into its eternal mass. Every day is a day of struggling against that fate, of fortifying yourself both bodily and mentally, of hoping than when the final day comes you will be master of your power and not slave to it.
1st Level Power: Secrets of Shadow
At 1st level spells (except from fundamentals, see below) are cast as arcane spells with no verbal components, can be dismissed at will, unless otherwise noted are cast as standard actions, and opposed casters (except those with the shadow blood line or shadow magic using creatures) suffer a -4 penalty on checks to identify or dispel such a spell.
At 7th level spells from 1st to 3rd level become spell like abilities and at 13th level they become supernatural. Also at 13th level, spells from 4th to 6th level become spell like abilities.
You can also learn fundamentals as cantrips. They are cast as spell-like abilities 3/day. At 8th level they become supernatural abilities and at 14th level they are cast at will.
At 19th level all your spells gain the mystery descriptor and all your cantrips become supernatural abilities. This applies also to sorcerer spells gained at later levels or through feats.
Note that even as spell like or supernatural abilities they are treated as arcane spells for purposes of metamagic feat usage and qualification to prestige classes.
Barring bonus mysteries, until 19th level you can have only 2 spells with the mystery descriptor per spell level.
Whenever you cast a spell with the mystery descriptor, observers can make a DC 15 Spot check to note that your shadow is making different gestures from the ones you make while casting the spell.
3rd Level Power: Umbral Sight
At 11th level you gain dark vision up to 60 feet (or your existing dark vision increases by 60 ft) and you can see even in magical darkness.
At 18th level your dark vision has range equal to your normal vision and you can see in magical darkness at any range even discerning colors and other small details as though you were under daylight.
9th Level Power: Sustaining Shadow
At 10th level you don't need to sleep, making you immune to sleep effects.
At 15th level you are immune to non magical diseases and poisons.
At 17th level you don't need to breathe, making you immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons).
15th Level Power: Dark Fortitude
20th Level Power: Dark Apotheosis
I think that this bloodline is very strong but i would like opinions on how to spread the abilities. First thought is to remove the 10 free mysteries known at 20th level and relocate some abilities from lower levels there. Your thoughts are welcome :)