peacenlove
2009-07-27, 05:39 PM
Hallo! In the upcoming campaign i will attend i am planning to use shadowcasters specialised in melee combat :smallbiggrin: so i ended homebrewing this path.
Unlike most of my creations this uses 3.5 edition rules (but needs no changes in order to be ported to Pathfinder) :smallsmile: Also for those not familiar with Tome of Magic or the Descent of shadows (http://www.giantitp.com/forums/showthread.php?t=74519) project, treat mysteries as spells of the equivalent level with the only difference that they are utilized by a class that needs long lasting abilities since it has few uses of them.
Here we go!
Shadow Alacrity
Master, Warrior of Darkness
Level/School: 7th/ Transmutation
Target: You
Duration: 10 minutes/level
Not only the body can benefit from accelerated speed. By casting this mystery you grant yourself unnatural speed of thought.
Mysteries with a range of Touch are cast as swift actions rather as a standard actions (you can't cast them as standard actions for the duration of the spell).
In addition you gain an extra attack when you make a full attack as per the haste spell.
Blade of Darkness
Master, Warrior of Darkness
Level/School: 9th/ Evocation [Force]/Transmutation
Range: 0 feet
Effect: Held melee weapon
Duration: 10 minutes/level
Your weapon transforms into a dark, translucent version of itself. Its black fiery aura betrays its connection with the plane of shadows.
You transform your weapon into a weapon of pure darkness. Although you cannot be disarmed of it, if it leaves your hands the mystery ends. Despite the changed appearance its still the same weapon for all purposes unless noted below.
The damage type (slashing, piercing or bludgeoning) of the weapon changes to force damage. You gain proficiency with the affected weapon and you attack with that weapon with a base attack bonus equal to your caster level (maximum +20) and you add your charisma or your intelligence modifier (whichever is higher) instead of your strength modifier on both damage and attack rolls (1.5 for 2 handed weapons as normal).
All attacks with the blade are considered touch attacks and bypass all damage reduction. However each attack checks spell resistance (if the mystery is cast as an arcane spell or spell like ability) and cannot affect creatures immune to force effects. If the attack fails to bypass the spell resistance of the attacked creature then it deals no damage and it doesn't discharge the held spell (see below).
The weapon can now hold the charge and deliver touch attack mysteries as though as they were delivered by your hand. All other rules for touch mysteries apply normally.
Lastly the affected weapon gains special weapon abilities. You gain a number of enchantment bonus points to spend on those abilities equal to your caster level/5 (maximum +5 at 25 caster level). These abilities can be spent on any ability, provided the weapon has at least a +1 enchantment bonus and those abilities do not make the weapon exceed an effective enchantment bonus of +10 (you can spend less points should you choose so). For example a shadowcaster with 20 caster level could add to a +1 bastard sword the speed property or the icy and flaming burst properties (abilities of +4 enchantment bonus value). He couldn't affect a +5 vorpal greatsword and he could add only the keen (or an equivalent +1 ability) property to a +4 vorpal glaive.
Touch of Inevitable Fate
Master, Warrior of Darkness
Level/School: 8th/ Transmutation/Necromancy
Range: Touch
Targets: creature or creatures touched (up to 1 per caster level)
Duration: 1 minute/level and 1 round
Save: None and will negates; see text
SR: yes
Your hands turn pitch black as your touch anchors, slows and withers the very shadow of your opponent. You smile knowing he has no other choice but to stand and fight.
You gain a touch attack. Creatures affected by this touch attack are afflicted by various debilitating effects. You can use this melee touch attack up to one time per caster level.
Should you successfully touch a creature, it can't heal hit point damage naturally or magically nor can it use teleportation effects and its regeneration ability is suppressed for 1 round (no save).
Lastly the target must make a will saving throw or it will be unable to benefit from spells and effects that grant extra actions or allow existing actions to resolve faster than normal (such as the time stop, celerity, contingency and other similar spells, the quicksilver motion and time stands still martial maneuvers and the quicken spell metamagic feat), and spells or effects that grant extra attacks or enchantment bonuses to speed for 1 round.
And this is the path mastery feat for those who use the Descend of shadows material and/or my modified shadowcaster :smallbiggrin:
Path Mastery (Warrior of Darkness) (Master)
Black Grip
Nothing can hide from its shadow. Nothing can escape your clutch.
Benefit: Once every 5 rounds, as a swift action you can teleport a creature to an adjacent to you square. That creature is immobilized and can't use any teleportation effects for 1 round. Affected creature may attempt a will saving throw (DC 10 + 1/2 caster level + charisma modifier) to negate the effect and be no further than medium range.
Unlike most of my creations this uses 3.5 edition rules (but needs no changes in order to be ported to Pathfinder) :smallsmile: Also for those not familiar with Tome of Magic or the Descent of shadows (http://www.giantitp.com/forums/showthread.php?t=74519) project, treat mysteries as spells of the equivalent level with the only difference that they are utilized by a class that needs long lasting abilities since it has few uses of them.
Here we go!
Shadow Alacrity
Master, Warrior of Darkness
Level/School: 7th/ Transmutation
Target: You
Duration: 10 minutes/level
Not only the body can benefit from accelerated speed. By casting this mystery you grant yourself unnatural speed of thought.
Mysteries with a range of Touch are cast as swift actions rather as a standard actions (you can't cast them as standard actions for the duration of the spell).
In addition you gain an extra attack when you make a full attack as per the haste spell.
Blade of Darkness
Master, Warrior of Darkness
Level/School: 9th/ Evocation [Force]/Transmutation
Range: 0 feet
Effect: Held melee weapon
Duration: 10 minutes/level
Your weapon transforms into a dark, translucent version of itself. Its black fiery aura betrays its connection with the plane of shadows.
You transform your weapon into a weapon of pure darkness. Although you cannot be disarmed of it, if it leaves your hands the mystery ends. Despite the changed appearance its still the same weapon for all purposes unless noted below.
The damage type (slashing, piercing or bludgeoning) of the weapon changes to force damage. You gain proficiency with the affected weapon and you attack with that weapon with a base attack bonus equal to your caster level (maximum +20) and you add your charisma or your intelligence modifier (whichever is higher) instead of your strength modifier on both damage and attack rolls (1.5 for 2 handed weapons as normal).
All attacks with the blade are considered touch attacks and bypass all damage reduction. However each attack checks spell resistance (if the mystery is cast as an arcane spell or spell like ability) and cannot affect creatures immune to force effects. If the attack fails to bypass the spell resistance of the attacked creature then it deals no damage and it doesn't discharge the held spell (see below).
The weapon can now hold the charge and deliver touch attack mysteries as though as they were delivered by your hand. All other rules for touch mysteries apply normally.
Lastly the affected weapon gains special weapon abilities. You gain a number of enchantment bonus points to spend on those abilities equal to your caster level/5 (maximum +5 at 25 caster level). These abilities can be spent on any ability, provided the weapon has at least a +1 enchantment bonus and those abilities do not make the weapon exceed an effective enchantment bonus of +10 (you can spend less points should you choose so). For example a shadowcaster with 20 caster level could add to a +1 bastard sword the speed property or the icy and flaming burst properties (abilities of +4 enchantment bonus value). He couldn't affect a +5 vorpal greatsword and he could add only the keen (or an equivalent +1 ability) property to a +4 vorpal glaive.
Touch of Inevitable Fate
Master, Warrior of Darkness
Level/School: 8th/ Transmutation/Necromancy
Range: Touch
Targets: creature or creatures touched (up to 1 per caster level)
Duration: 1 minute/level and 1 round
Save: None and will negates; see text
SR: yes
Your hands turn pitch black as your touch anchors, slows and withers the very shadow of your opponent. You smile knowing he has no other choice but to stand and fight.
You gain a touch attack. Creatures affected by this touch attack are afflicted by various debilitating effects. You can use this melee touch attack up to one time per caster level.
Should you successfully touch a creature, it can't heal hit point damage naturally or magically nor can it use teleportation effects and its regeneration ability is suppressed for 1 round (no save).
Lastly the target must make a will saving throw or it will be unable to benefit from spells and effects that grant extra actions or allow existing actions to resolve faster than normal (such as the time stop, celerity, contingency and other similar spells, the quicksilver motion and time stands still martial maneuvers and the quicken spell metamagic feat), and spells or effects that grant extra attacks or enchantment bonuses to speed for 1 round.
And this is the path mastery feat for those who use the Descend of shadows material and/or my modified shadowcaster :smallbiggrin:
Path Mastery (Warrior of Darkness) (Master)
Black Grip
Nothing can hide from its shadow. Nothing can escape your clutch.
Benefit: Once every 5 rounds, as a swift action you can teleport a creature to an adjacent to you square. That creature is immobilized and can't use any teleportation effects for 1 round. Affected creature may attempt a will saving throw (DC 10 + 1/2 caster level + charisma modifier) to negate the effect and be no further than medium range.