Shadowcaster - ToM


Conversions

Liberty's Edge

Is this class already good enough to match up with pathfinder classes? They seem like they would be, except that their level 0 spells are not at will.


The shadowcaster, as per its book, was as useless as a caster can be in 3.5.
So no, it's not enough to compete with a pathfinder class.

There's a fix for 3.5 by the author, and I liked this conversion attempt.


Fred Ohm wrote:

The shadowcaster, as per its book, was as useless as a caster can be in 3.5.

So no, it's not enough to compete with a pathfinder class.

There's a fix for 3.5 by the author, and I liked this conversion attempt.

Thanks so much for those links. I've been toying w/ the idea of a Shadowcaster for my next (3.5 still) party, which should be this Fall.

RPG Superstar 2012 Top 32

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.

EDIT:

Also, check out this link:

Shadowcaster 1-rounding a dragon with no equipment


And thanks to SmiloDan as well. I think I've seen you post this elsewhere. Something else to consider when rolling up my new character...

What ultimately attracts me to the class is the flavor, not the power level. So I'm not just looking for the most "powerful" build. I'll stack up the different options and just see which one I think "feels" the best.

RPG Superstar 2012 Top 32

I edited it a bit.

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. Persistent Fundamentals
15. Sustaining Shadow (immune to poison/disease)
16. Bonus Fundamental
17. Unlimited Swift Fundamentals
18. Hide in Plain Sight
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 14th level, any fundamental with a target of personal has its duration increased to 24 hours.
At 17th 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 half 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 18th level, you can use the Stealth skill even while being observed.

Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / Shadowcaster - ToM All Messageboards

Want to post a reply? Sign in.
Recent threads in Conversions