| Saracen |
Shadow Caster:
Level Special
1 Fundamentals of Shadow, Apprentice Mysteries (Spells)
2 Bonus Feat; See Text
3 Umbral Sight
4 Bonus Fundamental
5 Symbiotic Shadow
6 Greater Umbral Sight
7 Apprentice Mysteries (Spell-like), Initiate Mysteries
8 Bonus Fundamental
9 Sustaining Shadow
10 Greater Symbiotic Shadow
11 Improved Sustaining Shadow
12 Bonus Fundamental
13 Apprentice Mysteries (Supernatural), Initiate Mysteries (Spell - like), Master Mysteries
14 Hide In Plain Sight
15 Greater Sustaining Shadow
16 Bonus Fundamental
17 Fundamental Mastery
18 Apprentice Mastery
19 Initiate Mysteries (supernatural), Master Mysteries (spell-like)
20 Bonus Fundamental, Shadow Metamorphosis
(Standard Sorc/Wiz attack bonus; Good Fort / Will saves)
HD: D6
Skills: Craft, Intimidate, Knowledge (Arcana), Knowledge (Planes), Profession, Perception, Spellcraft, Stealth
Weapons And Armor: Proficient with all simple weapons, not proficient with armor or shields (standard arcane caster penalties)
Mysteries: Mysteries work in different ways depending on caster level. Mysteries that function as spells work twice per day. Mysteries that function as spell like abilities function 3/day. Those that function as Supernatural abilities function 4/day. Supernatural abilities have save DC(10 + ½ CL + CHA). Shadow casters do not gain extra Mysteries (either known or per day) from having a high CHA or INT score, a shadowcaster knows mysteries equal to his class level. A Shadowcaster must take mysteries in order, thus if they wish to learn a 3rd level mystery of a given path, they must know the previous 2 mysteries of that path. Every time a shadowcaster would learn a new mystery (apprentice, initiate, or master) they can choose to learn a mystery of one grade lower than what they can choose; ex.(learn fundamental in place of apprentice).
Fundamentals of Shadow: Begin Play knowing three fundamentals (0 level spells). These are useable each 3/day + caster level. Fundamentals Function as Spell – like abilities, with save DC(10+CHA). At 7th level they function as Supernatural abilities. A shadowcaster learns a new fundamental at 4th level and every 4 levels after that.
Apprentice Mysteries: To learn a mystery your intelligence score must equal 10 + Mystery level. DC to resist is equal to 10 + Mystery Level + CHA modifier. At 1st level these function as spells. At 7th level they function as spell – like abilities, and at 13th level they function as supernatural abilities.
Bonus Feats: A shadowcaster gains bonus feats equal to the number of paths that they complete , as well as the number of paths they have access to rounded down.
Umbral Sight(ex): The shadowcaster gains darkvision 30ft. and low – light vision.
Symbiotic Shadow(ex): The Shadowcaster gains resistance to cold 5, +4 on stealth checks, and increases their base land speed by 5.
Greater Umbral Sight(ex(: The Shadowcaster gains darkvision 60ft. and superior low – light vision.
Initiate Mysteries: The shadowcaster gains access to more powerful mysteries, these function as spells, at 13th level they function as spell – like abilities, and at 19th level they function as supernatural abilities.
Sustaining Shadow(ex): The shadow caster no longer needs to eat, or drink, and becomes immune to disease, magical or mundane.
Greater Symbiotic Shadow(ex): The shadowcaster gains resistance to cold 10, +8 on stealth checks, and increases their base land speed by 10.
Improved Sustaining Shadow(ex): The shadowcaster no longer needs to sleep, and is immune to effects that would cause sleep.
Master Mysteries: The shadowcaster has unlocked the secrets to the highest level mysteries. These function as spells, at 19th level they function as spell like abilities.
Hide In Plain Sight(ex): This functions as the Ranger ability except that it cannot be used in an area of natural daylight, a daylight spell, or similar effect.
Greater Sustaining Shadow(ex): The shadowcaster no longer needs to breath and is immune to poisons, magical or otherwise.
Fundamental Mastery: A shadowcaster gains unlimited use of their fundamentals. In addition they gain the ability to use each of their fundamentals as extraordinary abilities each 3/day. Doing so deals 10 points of nonlethal damage to the shadow caster, and requires a fort. save DC(10+½CL+CON) or be nauseated for 1 round, and a will save DC(10+½CL+CHA) or be dazed for 1 round.
Apprentice Mastery: A shadow caster gains the ability to use each of their apprentice mysteries as an extraordinary ability 2/day. Doing so requires a fort. save DC(15+½CL+CON) or be nauseated for 1 round, and a will save DC(15+½CL+CHA) or be dazed for 1 round.
Shadow Metamorphosis: The shadowcaster succumbs to the forces that have taken hold of his body, and becomes a shadow elemental (medium sized)[pg. 166 tome of magic]. The shadowcaster gains all associated powers and weaknesses (except the ability to use Dusk and Dawn). A shadowcaster cannot use their mysteries (even those that they can use as extraordinary) unless they retake their corporeal form (this includes their fundamentals). A shadowcaster can change forms as a swift action.
| SmiloDan RPG Superstar 2012 Top 32 |
Here's my version!
Shadowcaster
BAB: +1/2
Good Saves: Fortitude and Will
Hit Dice: 1d6
Class Skills: Bluff, Craft, Disguise, Intimidate, Knowledge arcana, Knowledge planes, Perception, Profession, Spellcraft, Stealth.
Skill Ranks per Level: 2 + Int modifier
Shadowcasters are proficient in all Simple Weapons. They are proficient in Light armor, but no shields.
LEVEL ABILITY
1. Fundamentals of Shadow, Apprentice Mysteries
2. Bonus Feat
3. Umbral Sight (darkvision 30 feet)
4. Bonus Fundamental
5. Sustaining Shadow (eat 1 meal/week)
6. Swift Stealth
7. Apprentice Mysteries (spell-like), Initiate Mysteries
8. Bonus Fundamental
9. Swift Fundamental
10. Sustaining Shadow (sleep 1 hour/night)
11. Umbral Sight (see in darkness 60 feet)
12. Bonus Fundamental, Camouflage
13. Apprentice Mysteries (supernatural), Initiate Mysteries (spell-like), Master Mysteries
14. Hide in Plain Sight
15. Sustaining Shadow (immune to poison/disease)
16. Bonus Fundamental
17. Persistant Fundamentals
18. Unlimited Swift Fundamentals
19. Umbral Sight (blindsight 90 feet)
20. Bonus Fundamental, Sustaining Shadow (no need to breath, eat, or sleep)
Fundamentals of Shadow (Su). You learn 3 Fundamentals, which you can cast at will.
At levels 4, 8, 12, 16, 20, you learn an additional fundamental.
At 9th level, you can cast each fundamental you know once per day as a swift action.
At 17th level, any fundamental with a target of personal has its duration increased to 24 hours.
At 18th level, all fundamentals that you cast can be cast as a swift action.
Apprentice Mysteries (Spell, Sp, or Su). Beginning at 1st level, you know one 1st level mystery. You learn one additional mystery each level. You can learn a higher level mystery only if you know at least 2 lower level mysteries and you must know all the preceding mysteries along the path of the selected mystery.
You can cast each mystery you know a number of times per day equal to your Intelligence bonus (minimum once per day). To learn a mystery, you must have an Intelligence score of 10 + the level of the mystery. The save DC of the mysteries you cast as spells or spell-like effects are 10 + the mystery level + your Intelligence modifier. Mysteries you can use as supernatural abilities have a save modifier of 10 + 1/2 your shadowcaster level + your Intelligence bonus.
At 1st level, you cast Apprentice Mysteries as spells. At 7th level, you cast Apprentice Mysteries as spell-like effects and you can cast Initiate Mysteries as spells. At 13th level, you can use Apprentice Mysteries as supernatural abilities, Initiate Mysteries as spell-like effects, and cast Master Mysteries as spells.
Bonus Feat. Beginning at 2nd level, you gain a number of bonus feats equal to the number of Paths you have learned mysteries from. These bonus feats must be selected from any metamagic feat, any metashadow feat, Blindfight, Favored Mystery, Greater Path Focus, Nocturnal Caster, Path Focus, or Shadowvision.
Umbral Sight (Su). At 3rd level, you gain darkvision with a range of 30 feet (or increase the range of any darkvision you possess by 30 feet).
At 11th level, you gain the ability to see in any darkness, even magical darkness, with a range of 60 feet.
At 19th level, you gain blindsight with a range of 90 feet.
Sustaining Shadow (Ex). Beginning at 5th level, your bond with the Plane of Shadows allows you to absorb dark energies, mitigating certain biological needs.
At 5th level, you need to eat only a single meal per week to maintain health.
At 10th level, you only need 1 hour of sleep per night (but you must still rest 8 hours to regain your mysteries the next day)
At 15th level, you gain immunity to poison and disease.
At 20th level, you no longer need to breathe, drink, eat, or sleep.
Swift Stealth (Ex). Beginning at 6th level, you do not suffer the -5 penalty for moving your full speed while using the Stealth skill. You can run or charge while using the Stealth skill, but suffer a -20 penalty to your Stealth skill check.
Camouflage (Ex). At 12th level, you can use the Stealth skill even if you do not have cover or concealment.
Hide in Plain Sight (Su). At 14th level, you can use the Stealth skill even while being observed.
| Saracen |
SmiloDan, I see what you were getting at with your version of the shadowcaster, but the thing that worries me is that power level wise it isn't on par with pathfinder casters.
While I respect what you did with keeping most of the original class (a really good/ well built class IMO) my issue is 1. like i said uptop not sure how it compares with current power levels for caster. 2. In 3.5 the shadowcaster was more powerful level for level than most other casters, offset by the fact that they were so limited, this was in terms of notonly class abilities, but also HD as well, which your version doesnt get more powerful abilites than sorcerers (IMO), their 20th level ability is underpowered and they get regular caster HD.
again just my concerns
| SmiloDan RPG Superstar 2012 Top 32 |
SmiloDan, I see what you were getting at with your version of the shadowcaster, but the thing that worries me is that power level wise it isn't on par with pathfinder casters.
While I respect what you did with keeping most of the original class (a really good/ well built class IMO) my issue is 1. like i said uptop not sure how it compares with current power levels for caster. 2. In 3.5 the shadowcaster was more powerful level for level than most other casters, offset by the fact that they were so limited, this was in terms of notonly class abilities, but also HD as well, which your version doesnt get more powerful abilites than sorcerers (IMO), their 20th level ability is underpowered and they get regular caster HD.
again just my concerns
Yeah, the shadowcaster in 3.5 was very focused, but what it did, it did VERY well. I made a level 18 build that, equipment-less, would 1 round most dragons. And the build wasn't hyper-specialized.
| Liporteryu |
well not trying to beat a dead horse, but either conversion viable / is on the same power level for use in pathfinder?
I havnt ever played a shadow caster in 3.5e, always wanted to, but it seemed that 3.5e made the shadow caster so much more weaker compared to other spell casters up until 5th level when they would start to dominate, and again at level 10-15 when the power curve would change. after level 15, I always thought pure shadow casters were pretty rediculous.
| SmiloDan RPG Superstar 2012 Top 32 |
Saracen: I really like how you advanced the Spell/Spell-like/Supernatural ability power curve at 19th level. That's just neat. I may have to steal it.
I'm not sure I like mysteries as extraordinary abilities. Magic should be magic, IMHO.
I also like the Symbiotic Shadow ability, as well as the 20th level capstone of being able to turn incorporeal as a swift action.
I currently play a Dark creature templated Whisper Gnome Ninja, and I really like the Dark creature template, which the Symbiotic Shadow ability slowly grants.