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View Full Version : Celestial shadows (New Mysteries)[3.5, Tome of magic]



peacenlove
2009-08-11, 03:19 AM
While preparing for a high level, shadow magic based campaign i homebrewed some mysteries for good shadowcasters :smallbiggrin:.
This is also part of a bigger project, mainly to add some amount of "good" elements (as planescape did with positive energy areas in the plane of shadows at 2nd edition). The next part will be a new sub-species of eladrins and some creatures remade by shadow magic (such as the nightshades). These are some of the mysteries they will use.
Enjoy and P.E.A.C.H. :smallsmile:
EDIT: Edited mistakes from copy/paste as well as mistakes at description text
EDIT 2: Completely reworked post
Edit 3: Added a new feat and made many alterations on text.

APPRENTICE MYSTERIES

Twilight Evangelist
1 Protection from evil: As the spell but grants concealment and bonuses to skills.
2 Acolyte’s Charm: Creature must save or try its best to take you out of the fight with non lethal damage.
3 Victorious Prophecy: Good creatures gain +1 bonus to various rolls, evil creatures are demoralized. Bardic music and allied spells with verbal components are enhanced.

Hidden from evil
Apprentice, Twilight Evangelist
Level / School: 1st/Abjuration [Good]

As the Protection from Evil spell but instead of the deflection bonus to AC and the resistance bonus to saving throws against attacks made or effects created by evil creatures, the target gains an insight bonus to hide, spot, listen and move silently checks equal to ¼ of your caster level to detect, hide from or avoid attacks made or effects created by evil creatures

Acolyte’s Charm
Apprentice, Twilight Evangelist
Level / School: 2nd/Enchantment [Mind Affecting]
Range: Close
Target: 1 living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You make the subject believe that you are more valuable alive than dead

The affected creature tries to capture and incapacitate the caster rather than kill him. He uses means as non lethal damage, restricting spells and grapples.

Whenever the caster deals lethal damage to the affected creature, or whenever the creature finds out than non lethal means of capturing the creature proved to be ineffective for more than 2 rounds (for example the caster is immune to non lethal damage and has a freedom of movement effect restricting grapples and the target is only capable of grappling), the creature gains a new save with a +2 bonus to shrug off the effect.

Victorious Prophecy
Apprentice, Twilight Evangelist
Level / School: 3rd/Enchantment [Mind Affecting, Good]
Range: 40 ft.
Area: All allies and foes within a 40-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: None and will negates
Spell Resistance: Yes

Voices from the shadows sing praise to the glory of righteousness to favor your allies and hinder your enemies.

You bring special favor upon yourself and your allies while bringing disfavor to your enemies. Good aligned creatures gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while evil aligned creatures must make a will save or become shaken.

In addition the bonuses to attacks, damage, skills and saves of supernatural abilities to aid allies (such as Bardic Music or a Marshal's Aura) used by Good creatures in the area is further increased by 1 per 4 caster levels (maximum +3 bonus).


INITIATE MYSTERIES

Benevolent Shadows
4 Shadow Circle against Evil: Aura confers concealment, awareness and stealth as well as replicating the protection from evil spell.
5 Twilight Aura: Target benefits more from healing, and is warded vs. evil and negative energy.
6 Light from Darkness: Bolt dispels darkness and illusions, deals damage and sickens evil creatures, more against undead

Hidden from Evil, Mass
Initiate, Benevolent Shadows
Level / School: 4th/Abjuration [Good]
Range: Touch
Area: 10-ft.-radius emanation from touched creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance:[/B] No

Nearby shadows move to your side forming a protective circle. Your moves muffled and hidden and your vision expanded, you can proceed fearing no evil.

All creatures within the area gain the effects of a protection from evil mystery as well as the benefits of concealment against attacks originated by evil creatures, and no nongood summoned creatures can enter the area either.

You must overcome a creature’s spell resistance (if the mystery is cast as an arcane spell or a spell like ability) in order to keep it at bay (as in the third function of protection from evil). The protection from mental control applies regardless of enemies spell resistance.

Twilight Aura
Initiate, Benevolent Shadows
Level / School: 5th/Necromancy [Good]
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

You channel an influx of positive energy to the affected creature. Like a magnet it amplifies healing and dampens negative effects affecting the warded creature.

Whenever the affected creature regains hit points or ability points due to a spell or effect, he instead regains double the amount.

In addition it takes half damage from negative energy and untyped or vile damage originated by spells and spell like abilities with the evil descriptor or supernatural abilities originated by creatures with an evil aura (such as a blackguard’s smite good ability).

Lastly evil creatures take a -2 penalty on attack rolls when attacking the affected creature.

Light from Darkness
Initiate, Benevolent Shadows
Level / School: 6th/Evocation [Light, Good]
Range: 120 feet
Area: 120-feet line
Duration: Instantaneous and 1 round / level
Saving Throw: Reflex half and Fortitude half
Spell Resistance: Yes

The darkest corner may well hide the brightest of lights. Revealing such light has dire consequences for your opponents.

This spell deals 1d6 per 2 caster levels points of damage to everyone within the area. A successful reflex save halves the damage. Undead and Oozes take double damage.

In addition evil creatures are blinded for one round per caster level (a successful fortitude instead causes the creatures to treat any other creature as though it had concealment).

Lastly Light from Darkness dispels spells of lower level spells of a lower level with the Darkness descriptor, or from the Illusion (Glamer), Illusion (Figment), or Illusion (Shadow) subschools.

Dark Justice
4 Smiting Darkness: Darkness that good creatures can see through, evil creatures inside is dealt more damage.
5 Cloak of Retribution: Damages and disorients attackers, grants bonuses to attacks, intimidate checks, sheds light or darkness.
6 Inquisitor’s Verdict: Creature in close range is silenced, reverts back in its natural form and all illusions are dispelled.

Smiting Darkness
Initiate, Dark Justice
Level / School: 4th/Evocation [Darkness, Good]

You summon a globe of darkness that only hinders the vision of the wicked.

As the darkness spell but good aligned creatures can see through as though it was not there.

In addition whenever an evil creature inside the smiting darkness receives damage, he takes an additional 2 damage per caster level (max 30), half of which is cold and half electricity.

Cloak of Retribution
Initiate, Dark Justice
Level / School: 5th/Evocation [Cold or Electricity, Light or Darkness]
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: No and Fortitude negates
Spell Resistance: Yes

You weave together light and darkness in order to punish your offenders

This mystery damages and hinders attackers. It also sheds light or darkness depending on your choice.

Any creature striking you with melee attacks made with natural weapons or manufactured weapons without reach deals normal damage, but after the attack the attacker takes 1d6 points of damage per 2 caster levels (maximum 10d6). This damage is either cold damage (if the shield sheds darkness) or electricity damage (if the shield sheds light).

If the attacker has spell resistance, it applies to this effect.
You may choose to be affected by either a Blacklight (Spell Compendium) or a Daylight effect that moves with you.

Finally, if an evil creature succeeds on a melee attack against you, the offending attacker is slowed for 1 round / level (fortitude negates). If the attacker has spell resistance, it applies to this effect.

Inquisitor’s Verdict
Initiate, Dark Justice
Level / School: 6th/Abjuration/Transmutation
Range: Close
Effect: Ray
Duration: 1 round/level
Saving Throw: No
Spell Resistance: See text

You reduce your opponent to a mockery of its shadow. Now it is ready to face justice.

You must succeed on a ranged touch attack with the ray to strike a target. The affected creature is silenced.

Also any polymorph or similar form altering effects are suppressed and the creature reverts back in its natural form for the duration of the spell.

Lastly any and all illusions affecting the creature are dispelled as per the greater shadows fade mystery.

Spell resistance is effective versus the silence and the polymorph suppression effect but not the illusion dispelling effect.

MASTER MYSTERIES

Repentant Darkness
7 Umbra Angelus: You become briefly a dark angel.
8 Burning Sins: Evil targets in an area take half of the damage you would normally suffer and their defenses are lowered.
9 Purifying Ray: Target takes a great amount of holy damage, no spell or protection can block it.

Umbra Angelus
Master, Repentant Darkness
Level / School: 7th/Transmutation [Polymorph, Good]
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Dark angels and spiritual celestials inhabit your shadow, imparting you with many of their abilities.

For the duration of the mystery you gain the the Umbra Angelus subtype and all associated benefits.

Umbra angelus subtype:

Shadow Blend (Su): In any condition of illumination other than full daylight, an Umbra Angelus can disappear into the shadows, giving it total concealment.

Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Alternate Form (Su): An Umbra Angelus can assume another form at will as a standard action.

Forms assumed must be from the following list:
Any small or medium humanoid,
Large or smaller Shadow Elemental with the winged template (From Tome of Magic and Savage Species respectively),
Shadow Mastiff
or a raven with the Shadow template (from Lords of Madness).

Fast Healing equal to ½ their total Hit Die (Ex)

Immunities (Ex): Immunity to cold and any negative effect that affects his senses such as blindness or deafness.

Telepathy (Su) at a range of 100 feet.

See in Darkness (Su): Umbra Angela can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Disruptive Aura (Su):
All Umbra Angelus give off a 20-foot radius emanation of disruptive energy. All good aligned creatures with the Extraplanar (Shadow) subtype and all deathless within 20 feet of the Umbra Angelus (including the creature itself) gain a +2 bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. Multiple auras do not stack and the Umbra Angelus Hit Dice, attack, and save entries given here include these bonuses. Charisma checks made to influence deathless and good aligned creatures with the Extraplanar (Shadow) within this area take a -6 penalty and good aligned creatures with the Extraplanar (Shadow) subtype gain a +6 bonus to saves versus spells that banish them to another plane. In addition, undead and evil creatures inside this aura cannot use their rebuke undead ability or any [Divine] feats as long as they stay inside and for 1 round thereafter.
An Umbra Angelus’s disrupting aura cannot be dispelled except by a break enchantment spell or similar effect. If the effect is dispelled, the Umbra Angelus can resume it as a free action on its next turn.

Burning Sins
Master, Repentant Darkness
Level / School: 8th/Abjuration [Good]
Range: Personal and Medium
Targets: You and all creatures in a 15-ft. radius burst
Duration: 1 round/level
Saving Throw: None, Will negates and fortitude negates
Spell Resistance: Yes

You invoke the harshest of punishment upon the corrupt. Not only they can’t be protected against the Light, but unless they repent, they suffer as much harm as they cause.

For the duration of the mystery you take only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by you is taken by the creatures affected by this mystery.

Each creature takes that damage individually (you don’t split it amongst them). Forms of harm that do not involve hit points (such as charm effects, temporary ability damage, level draining, and death effects) are not affected. If you suffer a reduction of hit points from a lowered Constitution score, the reduction is not split because it is not hit point damage.

When the spell ends, subsequent damage is no longer divided between the subjects and you, but damage already split is not reassigned to you. Affected creatures can make a will save to negate this effect.

In addition affected creatures must make a fortitude save or they do not benefit from any of the following abilities: Damage reduction x/good, Spell resistance versus spells and spell like abilities with the [Good] descriptor, and any bonuses to AC or saves granted by spells and spell like abilities with the [Evil] descriptor.

This mystery affects only evil creatures and if all affected creatures succeed on their will save then you do not take reduced damage.

Purifying Ray
Master, Repentant Darkness
Level / School: 9th/Evocation [Good]
Range: Close
Effect: Ray
Duration: Instantaneous and Permanent
Saving Throw: Fortitude half; see text
Spell Resistance: No

A golden white ray sprouts from your fingers. Empowered by shadow magic it pierces through all defences in order to neutralize the wicked.

You must succeed on a ranged touch attack with the ray to strike a target. As noted below the target does not gain any bonuses to its touch armor class from abjuration, conjuration or force effects of up to 8th level.

If the attack succeeds, the subject takes 1d6 damage per caster level (max 25d6) (rounded down, Fortitude save for half damage).

Purifying Ray ignores Abjuration, conjuration and force effects of up to 8th level completely. Treat those effects as if they weren't present when resolving if Purifying Ray affects or not its target.

his mystery cannot kill its target. Ignore all damage and effects that would drop the target below 0 hp. If the target creature drops to negative hit points, it is stabilized and a temporal stasis effect protects it for 1 hour or until the caster dismisses it.

If the target is undead or evil outsider it instead takes damage equal to its total, unmodified hit points, with a fortitude save for half damage.

Reality of Shadows
7 Eternal Mystery: Make certain mysteries permanent.
8 Echo Spell, Greater: As echo spell but with fewer limitations.
9 Reflection of Power: As Shadow evocation or Shadow conjuration but 80% reality and up to 8th level spells are mimicked.

Eternal Mystery
Master, Reality of Shadows
Level/School: 7th/Universal
Range: Personal
Target: You
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

You tap upon the boundless power of shadow in order to make your magic immune to the passage of time.

This mystery makes certain other mysteries last for 24 hours rather than their normal duration. Depending on the mystery, you must be of a minimum caster level and must take a penalty to your Constitution score. The minimum caster level is 13 for fundamentals and apprentice mysteries and 19 for initiate mysteries.

The penalty to the Constitution score equals the level of the mystery (0 for fundamentals), is cumulative and cannot be recovered by any means short of dismissing the mystery. You cannot use this mystery if it would otherwise lower your Constitution score under 3. You can only make mysteries with a personal range permanent with this mystery.

You cast the desired mystery and then follow it with the eternal mystery mystery. The mystery can be dispelled as normal, however when that happens you regain a number of points of Constitution equal to the level of the mystery dispelled.

Mysteries with instantaneous, 1 round, 24 hours or greater and concentration durations cannot be affected with the use of this mystery.

Reducing your Constitution penalty to less than that caused by this mystery immediately undoes it. When the Eternal Mystery ends, you undo its Constitution penalty, returning it to whatever value you would have if you had never used Eternal Mystery, including if it was ended by reducing the penalty.

Echo Spell, Greater
Master, Reality of Shadows
Level/School: 8th/Universal
Range: Medium

Your adversary's smile turns into a worrying expression as you replicate with ease the power he just had invoked. If he only knew you did more than just replication.

As per the Echo Spell mystery except as noted above and usable against spells, as well as mysteries, spell like abilities and psionic powers, of up to 7th level.

In addition you can apply any applicable metashadow feat to the power replicated as it was a mystery, despite its actual type (arcane/divine spell or psionic power).

Reflection of Power
Master, Reality of Shadows
Level/School: 9th/Illusion (Shadow)

This may be used as the Shadow Conjuration or Shadow Evocation spells, but it may create shadow versions of applicable spells up to 8th level, and the shadow spells are 80% real.

To keep in line with my previous works and comparability with Realms of Chaos materials, in this spoiler are the corresponding path mastery feats for the new paths.

Twisted Creator (Master)
You shape both matter and magic with the talent of a true artisan. Reality itself seems to favor you and protects you from adverse effects.
Prerequisites: Ability to cast the Reflection of Power mystery
Benefit: Whenever affected by non instantaneous hostile effects you decrease their duration by 1 round (to a minimum of 0 rounds, if that happens the effect fails to take hold on you).

Whenever affected by non instantaneous helpful effects you increase their duration by 1 round.

Shadow over Body (Initiate)
By channeling the positive energy (prevalent in areas of the Plane of Shadow), you can heal your wounds.
Prerequisites: Ability to cast the Light from Darkness mystery
Benefit: You can heal your wounds.

Each day you can heal a total number of hit points of damage equal to your shadowcaster level × your Charisma bonus. You don’t have to use it all at once.

Using this ability is a swift action.

Visions of Guilt (Initiate)
Vengeful and wronged memories distract your more depraved enemies
Prerequisites: Ability to cast the Inquisitor’s Verdict mystery
Benefit: Evil creatures at a 30 feet range take a -2 penalty to Intelligence, Wisdom and Charisma scores that lasts as long as they are inside the aura.

Undead and evil outsiders take double the penalty.

Pure Shadow (Master)
You transcend over the limits of shadow magic and your devotion to the Upper planes laces your shadow with holy energy.
Prerequisites: Ability to cast the Purifying Ray mystery
Benefits: You can give up a daily use of a mystery to cast any sanctified spell of an equal or lower level of the mystery sacrificed.

Spells cast by virtue of this path mastery are still cast as mysteries of the appropriate level.

In addition you cast spells and mysteries with the [good] descriptor at +1 caster level.

Revealed Secrets (Apprentice)
The shadows fortify your will power and reveal any who would hinder your work.
Prerequisites: Ability to cast the Victorious Prophecy mystery
Benefit: Perform is a class skill for you (this is an extraordinary ability) and you can use the Inspire Courage bardic music ability.

peacenlove
2010-02-11, 03:20 AM
Here are 5 new monsters i intend to use in my shadow based campaign. The first one has no fluff because its is actually an import from a 2nd edition forgotten realms source. However those well verse to the forgotten realms will instantly recognize it.
NOTE: Any mysteries not found in the Tome of magic is taken either from my homebrew or from the Descent of shadows (http://www.giantitp.com/forums/showthread.php?t=74519) project.
SHADEVARI
Medium Monstrous Humanoid (Extraplanar (Shadow))
HD: 8d8+24 (60)
Speed: 60 ft. (12 squares)
Init:: +9 (+5 Dex, +4 Improved Initiative)
AC: 20, Touch 16, Flat footed 15 (+5 Dex, +4 Natural, +1 Haste)
BAB: +8; Grp +11
Attack: Claw +12 (1d6+3, 20/2) or Bite +12 (1d8+5, 20/2)
Full-Attack: 2 Claws +12 (1d6+3, 20/2) and Bite +12 (1d8+5, 20/2) and Bite +12 (1d8+5, 20/2)
Space: 5 ft.; Reach 5 ft.
Special Attacks: -
Special Qualities: Deflect Arrows, Haste, Blindsight 60 feet, DR 5/silver and magic, SR 19
Saves: Fort +4 Ref +12 Will +8
Abilities: Str 16, Dex 20, Con 14, Int 12, Wis 15, Cha 13
Skills: Hide +16, Listen +15, Move Silently +16, Spot +15, Tumble +16
Feats: Improved Initiative B, Multiattack, Improved Multiattack, Improved Toughness
Environment: Plane of Shadow
Organization: Solitary or group (5-8)
Challenge Rating: 5
Treasure: Normal
Alignment: Usually Neutral Evil
Advancement: by Class; Favored Class: Unarmed Swordsage (or Rogue)
Level Adjustment: ?? (would like opinions)

Haste (Su): A Shadevari acts as if permanently affected by a haste spell. (The statistics block already reflects this bonus).

Deflect Arrows (Ex): If the Shadevari has one hand free and it’s not flat footed, it can deflect automatically up to 3 arrows per round.

And now for the dark angels themselves, a host of a heavenly army that is (or should be) a force of good in a place that was created to forsake hope and emotion.

UMBRA ANGELA (SHADOW ANGELS)

DESCRIPTION

Umbra angela look like young female humans with pale gray skin and black raven wings. Their lithe bodies belie their supernatural strength and toughness. Common eye and hair colors are black and grey-white.

Cursed angels, despite their deathless state look like living creatures and only close observation and their white glowing eyes belie their true nature.

Neophytes are naturally invisible, incorporeal mass of gases not unlike invisible stalkers.

HISTORY

The plane of shadow always was the point of interest for many planar powers. Between being a gateway to all the material planes and conterminous and coexisting with all the inner planes, and being the foundation for one of the most peculiar types of magic, no one could ignore its strategic importance in the multiverse. Since the beginning of time, where the material planes were only a conflagration of mixed and wild elements and the first concepts of alignment were born, the plane of shadows was a common staging ground for large scale genocidal wars between outsiders of different alignments.

Two factions expressed the most interest for this important plane: The angels, who represented balance tempered by good will and the obyrith, who represented chaos in its most undiluted and sinister form. No other faction had achieved the military dominance on that plane, and they slowly retreated to focus on other, less important for those 2 factions, battlefields. The reasons for this zeal are lost into time; however both factions were merciless on achieving their ultimate goal.

However the plane of shadow was not easily tamed. No matter how hard the angels tried to consecrate the plane, it always resisted the attempts. The obyrith had the same problem, despite conquering many material worlds that ended as parts of the abyss, the plane of shadow remained defiant. Both sides decided to retreat, since they had nothing to gain by conquering land they couldn't control.

They didn't end their attempts to unearth its secrets, though. Malchiah, one of the brightest and most resourceful angels was sent with a host of celestial researchers to analyze and determine the true nature of the plane of shadows. While most of the obyrith abandoned their plans to conquer that plane, one of their own, having lost his domain to Mishka the Prince of Demons, found that the plane of shadows hosted many planar breaches to the negative energy plane, an environment that he was accustomed to. His name was Tenebrous and he had both an affinity for undead and a lust for knowledge.

As if reviving the old wars, Malchiah and Tenebrous came often in conflict. The war came into a stalemate, until the abyssal reign of the obyrith fell and Tenebrous was both weakened and without reinforcements. Malchiah then slew his opponent, but found out that his essence returned back into the abyss, and more accurately on a layer that would later be the home of Orcus. After that war Malchiah hadn’t encountered any significant resistance and learned a great deal about the plane.

The sheer amount of knowledge and unearthed secrets changed their perception for the shadow plane. They found out that the plane of shadow was a place where extreme opposites coexisted. Darkness and light, death and life and many other elements coexisted together. The shadow plane was the gateway to all the inner planes, but was mimicking and mixing all of these planes into its own reality. As it was a thinking entity, it tried to hide and resist attempts to unearth and understand this reality. Or maybe it was always changing? Lastly it wasn't influenced only by elemental forces, but by the very thoughts and hidden desires of the creatures of the prime material plane. It trapped higher thoughts such as love, creativity or hate and reshaped them to its own image.

It was a place of hidden conflicts, lost thoughts and more important, of ultimate balance. Sentient, intelligent yet not alive, it was a wellspring of knowledge.

When Malchiah returned to the Upper Planes and shared his findings with the rest of his kin, the Neutral Good gods decided that this bastion of balance shouldn’t be left unguarded. After careful consideration, Malchiah agreed to become the Guardian of the plane, researching about this strange world, collecting intelligence from its conterminous planes and defending it from demon activity. His decision inspired many of his kin to follow him on his mission.

It was a grand sacrifice for Malchiah. He forsook the Upper planes in order to attune himself to the Plane of shadow. Afterwards he battled endlessly with the plane’s traits in order not to lose his celestial qualities. Still he succeeded and he guided his aides to endure this strange world. While their loyalty and benevolence remained intact, their bodies and powers changed considerably. They have been accepted by shadow and now they are like shadows. They have named themselves Umbra angela, however a more common name would be “Shadow Angels”.

Drawing upon the echoes of ancient civilizations and the hidden memories of the plane, while not forsaking their martial training, Umbra angela had become well verse in Shadow Magic, and blended mystery casting with their previous skills. Those skills helped them immensely on their skirmishes with the undead nightshades and various other extraplanar or undead threats. They eyed with interest the rise of the Empire of Shade, but decided not to take action, and they had allied with the Illumnian race, after the destruction of their library by the Githiyanki. Many Illumnians pledge their loyalty and become shadowcasters and martial adepts after the tutelage of the Umbra angela, and the angels protect the illumnian race in return.

However old grudges die hard. Tenebrous, the old enemy of Malchiah had gained control of Orcus and worse still, he had gained god like powers as well as the knowledge of the Last Word invocation. This was the darkest page of the shadow angels’ history, for their enemy was far stronger than before. Tenebrous easily slew Malchiah but did not stop there. He cursed many of the angels to walk the plane of shadow as horrific undead essences. The rest fled and hid in places where Tenebrous wouldn’t reach, watching their kin slay each other.

Tenebrous reign was thankfully short lived. Heroes from the material plane defeated his church and disrupted his god-killing plans. Thus the recovery started. The curse was lifted and the undead angels finally found rest. However many of them, regretting what had they done in their undead state, decided to remain to the world of the living as deathless creatures. They won’t rest until the damage to their kin has finally repaired. They call themselves “Cursed Angels” in remembrance of their sad duty.

Still recovering by their great losses and without Malchiah, nevertheless they live on, trusting their few Stewards of Time for leadership. Their main objective has shifted from research to active warfare. They observe with interest the fight between the 13 Shadow kings and the dark goddess Shar and take action against the mad god Teka and his depraved followers, the croobs, galks and geluk. But more importantly they hunt down corrupt users of shadow magic and weed out the faith of demon lords regardless if they are worshiped as gods or used as vestiges.

Their future looks grim however since, after the loss of their great leader, the Plane of shadow finally entrenches their immortal souls making them favor survival rather than the enforcement of benevolent balance or the gathering of knowledge. If this continues they will soon lose their celestial status.

peacenlove
2010-02-11, 03:23 AM
Umbra Angelus Subtype:
Shadow Blend (Su): In any condition of illumination other than full daylight, an Umbra Angelus can disappear into the shadows, giving it total concealment.
Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Alternate Form (Su): An Umbra Angelus can assume another form at will as a standard action. Forms assumed must be from the following list: Any small or medium humanoid, Large or smaller Shadow Elemental with the winged template (From Tome of Magic and Savage Species respectively), Shadow Mastiff or a raven with the Shadow template (from Lords of Madness).

Fast Healing equal to ½ their total Hit Die (Ex)

Immunities (Ex): Immunity to cold and any negative effect that affects his senses such as blindness or deafness.

Telepathy (Su) at a range of 100 feet.

See in Darkness (Su): Umbra Angela can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Disruptive Aura (Su):
All Umbra Angelus give off a 20-foot radius emanation of disruptive energy. All good aligned creatures with the Extraplanar (Shadow) subtype and all deathless within 20 feet of the Umbra Angelus (including the creature itself) gain a +2 bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. Multiple auras do not stack and the Umbra Angelus Hit Dice, attack, and save entries given here include these bonuses. Charisma checks made to influence deathless and good aligned creatures with the Extraplanar (Shadow) within this area take a -6 penalty and good aligned creatures with the Extraplanar (Shadow) subtype gain a +6 bonus to saves versus spells that banish them to another plane. In addition, undead and evil creatures inside this aura cannot use their rebuke undead ability or any [Divine] feats as long as they stay inside and for 1 round thereafter.
An Umbra Angelus’s disrupting aura cannot be dispelled except by a break enchantment spell or similar effect. If the effect is dispelled, the Umbra Angelus can resume it as a free action on its next turn.

NEOPHYTE
Small Outsider (Extraplanar (Shadow), Umbra Angelus, Good, Incorporeal)
HD: 2d8+4 (13)
Speed: Fly 60 ft. (Perfect) (12 squares)
Init: +5
AC: 12; touch 12; flat-footed 12 (+1 Size, +1 Charisma)
BAB: +2; Grp: -2
Attack: Frost Ray, ranged touch +6 (2d6 cold, 20/2)
Full-Attack: Frost Ray, ranged touch +6 (2d6 cold, 20/2)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Mysteries
Special Qualities: Umbra Angelus Abilities, Incorporeal traits, Outsider traits, DR 5/evil, SR 13
Saves: Fort +5 Ref +6 Will +6
Abilities: Str -, Dex 12, Con 10, Int 11, Wis 12, Cha 12
Skills: Knowledge (any 3) +5, Spot +6, Listen +6, Spellcraft +5, Hide +6, Move Silently +6
Feats: Improved Initiative, Still Mystery B
Environment: Plane of Shadow
Organization: Solitary, pair, or squad (3–5)
Challenge Rating: 4
Treasure: None
Alignment: Usually Neutral Good, Often Neutral
Advancement: 3–4 HD (Small); Favoured Class: Shadowcaster
Level Adjustment: –

Neophytes are the shadow angel equivalent of Lantern archons, spiritual angels that thirst for knowledge and perfection. They are born from souls that battled evil in all its forms from the shadows. If they find a non-evil creature, they unleash a barrage of questions on him.

COMBAT

Neophytes tend to avoid combat and their incorporeal forms help them immensely so. They are not cowards however, they only retreat to warn their much more able companion angels.

Freezing Retribution (Su): Any attack with a melee, natural or ranged weapon, or with a damaging touch or ranged touch mystery deals an additional 1d8 damage, half of which cold and the other half electricity, to evil creatures. Cold or electricity resistance doesn’t reduce the amount of damage dealt however cold or electricity immunity will.

Mysteries: Neophytes can cast mysteries as a 2th level Shadowcaster. This includes the knowledge of new fundamentals, and the transformation of lower-level path mysteries into spell-like or supernatural abilities.

Typical Mysteries Known (Caster level 2nd, Concentration +3, DC 11 + mystery level, 13 for supernatural abilities)

Apprentice 1/day as spells:
Twilight Evangelist: Hidden from evil
Darkland Walker: Dimmed Walker

Fundamentals at will as supernatural:
Unnatural Life, Trick of the Light, Black Candle

Natural Invisibility (Su): This ability is constant, allowing a Neophyte to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.


DARK RANGER
Medium Outsider (Extraplanar (Shadow), Umbra Angelus, Good, Shapechanger)
HD: 11d8+55 (126)
Speed: 40 feet (8 squares); 80 ft. (good) (16 squares)
Init: +8
AC: 24; touch 18; flat-footed Never (+2 Armor, +8 Dexterity, +4 Natural)
BAB: +11; Grp: +15
Attack: Long bow +22 (1d8+7 force, 20/3)
OR Long sword +18 (1d8+7, 19-20/2)
Full-Attack: Long bow +22/+17/+12 (1d8+7 force, 20/3)
OR Long sword +16/+11/+6 (1d8+7, 19-20/2) and Short sword +16/+11 (1d6+5, 19-20/2)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Mysteries, Maneuvers
Special Qualities: Umbra Angelus Abilities, Outsider traits, Obfuscation, DR 10/evil and silver, SR 24, Guerrilla Training
Saves: Fort +14 Ref +15 Will +13
Abilities: Str 19, Dex 26, Con 16, Int 20, Wis 18, Cha 22
Skills: Knowledge (any 5) +19, Sense Motive +18, Intimidate +20, Spot +18, Listen +18, Spellcraft +19, Concentration +17, Hide +22, Move Silently +22
Feats: Two Weapon Fighting B, Improved Two Weapon Fighting B, Precise Shot, Point Blank Shot, Still Mystery B, Dark Stalker (LoM), Smiting Mystery, Track B
Environment: Plane of Shadow
Organization: Solitary, pair, or squad (3–5)
Challenge Rating: 13
Treasure: Standard plus +1 Force Composite longbow [+4 Maximum Strength], +1 Long sword, +1 Short sword, +1 Padded Armor
Alignment: Usually Neutral Good, Often Neutral
Advancement: 12-17 HD (Medium), 18-22 HD (Large); Favoured Class: Crusader
Level Adjustment: -

Dark rangers have a racial hatred of the Undead nightshades, since they are created out of powerful evil outsiders. They guard their brethen from the dangers of the Shadow plane, collect information in the material planes and hunt mercilessly those who would ally with the undead or with demons. Some of them are teachers and mentors to the Neophytes, however most are far and away, even outside the plane of shadow.
The death and sacrifice of the Umbra angella race is heavy and Dark rangers do not speak often if at all.


COMBAT

A Dark ranger can spy upon its target for years unnoticed. Between his raven shape, his excellent mystery casting and his natural abilities, she attacks her marks at a place and time of her choosing. However if the target proves resistant and able to reach close quarters with her, she flees combat to return with reinforcements, and to report to the Stewards of Time.

Freezing Retribution (Su): Any attack with a melee, natural or ranged weapon, or with a damaging touch or ranged touch mystery deals an additional 3d8 damage, half of which cold and the other half electricity, to evil creatures. Cold or electricity resistance doesn’t reduce the amount of damage dealt however cold or electricity immunity will.

Death Attack: Fortitude negates, DC 20. As the Assassin ability (DMG p.180) but this ability works also on undead despite their immunity to critical hits or not needing to roll Fortitude saving throws.

Sneak Attack: 4d6, as the Rogue ability but undead are also affected.

Ghost Touch attacks (Su): A Dark Ranger’s attacks and spells do not suffer from a miss chance against incorporeal targets

Martial Maneuvers: Dark Rangers know martial maneuvers and stances as a 11th level crusader. It can choose its maneuvers from the Devoted Spirit, Shadow Hand, Stone Dragon and Tiger Claw disciplines

Typical maneuvers known:
Entangling Blade (4th), Dancing Mongoose (5th)*, Pouncing Charge (5th)*, Shadow Stride (5th)*, Cloak of Deception (2nd)*, Stalker in Night (6th)*, Rallying Strike (6th), Stone splitting Strike (4th), Sudden Leap (1st)*, Adamantine Bones (1st)
Typical Stances:
Child of Shadow (1st), Blood in Water (1st), Assassin’s Stance (3rd)*
* indicates a readied maneuver

Mysteries: Dark Rangers can cast mysteries as an 11th level Shadowcaster. This includes the knowledge of new fundamentals, and the transformation of lower-level path mysteries into spell-like or supernatural abilities.

Typical Mysteries Known (Caster level 11th, Concentration +17, DC 16 + mystery level, 21 for supernatural abilities)

Initiate 1/day as spells:
Dark Relic: Shadow Weaponry.
Twilight Conspiracy: Twilight Paranoia.
Nightmarish Domain: Nightmarish Mist, Phantasmal Refuge, Unearthly Marsh.
Boundless Void: Pulled up, Black Skies, Descending Sky.

Apprentice 2/day as spell like abilities:
Twilight Evangelist: Hidden from evil, Acolyte’s Charm, Victorious Prophecy.
Winding Trail: Shadow’s Path, Shadow Layout, Path of Woe.
Dark Snare: Sudden Pit, Shadow Spikes, Shadow’s Venom

Fundamentals at will as supernatural abilities:
Unnatural Life, Trick of the Light, Sustained Stride, Mystic reflections, Squelch Light


Obfuscation (Ex): A Dark Ranger cannot be tracked in any environment. Also animals are always friendly to the Dark Ranger and will not attack him unless provoked or commanded through a special link (such as a druid’s animal companion).

Guerrilla Training (Ex): A Dark Ranger is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature’s passage.

In addition he possesses innate cunning and logical ability. This gives him immunity to maze spells and prevents him from ever becoming lost. He is never caught flat-footed and is not restricted to a standard action during surprise rounds.


CURSED ANGEL
Medium Deathless (Extraplanar (Shadow), Umbra Angelus, Good, Shapechanger)
HD: 14d12+98 (210)
Speed: 40 feet (8 squares); 80 ft. (good) (16 squares)
Init: +6
AC: 32; touch 16; flat-footed 32 (+8 Armor, +6 Dexterity, +8 Natural)
BAB: +14; Grp: +22
Attack: Guisarme +28 (2d6 + 16, 20/3)
Full-Attack: Guisarme +28/+23/+18 (2d6 + 14, 20/3)
Space: 5 ft.; Reach: 10 ft.
Special Attacks: Mysteries, Maneuvers
Special Qualities: Umbra Angelus Abilities, Deathless traits, DR 15/evil and silver, DR 5/-, SR 27, Improved Uncanny Dodge, Uncanny Dodge
Saves Fort +11 Ref +17 Will +17
Abilities: Str 26, Dex 22, Con -, Int 22, Wis 20, Cha 24
Skills: Knowledge (any 8) +23, Sense Motive +22, Intimidate +24, Spot +22, Listen +22, Spellcraft +23, Concentration +24
Feats: Power Attack, Mage Slayer (CArcane), Still Mystery B, Knowledge Devotion (CChampion), Pierce Magical Concealment (CArcane), Cleave, Weapon Focus Guisarme B, Weapon Specialization Guisarme B
Environment: Plane of Shadow
Organization: Solitary, pair, or squad (3–5)
Challenge Rating: 16
Treasure: Standard plus +2 Shadow Striking Large Guisarme, +3 Nimbleness Mithril Breast plate
Alignment: Usually Neutral Good, Often Neutral
Advancement: 15-21 HD (Medium), 22-28 HD (Large); Favoured Class: Crusader
Level Adjustment -

Cursed angels are angels who were cursed by Tenebrous to slay their own kin. Only recently freed from their curse, they had no choice but to repent for their sins with the best way: protecting their brethren at any cost and slaying demons and evil spellcasters allied to Tenebrous and the vile gods of darkness.
Their zeal upon completing their goal was so unrelenting that many times the Upper planes whispered to them, that their actions would grant them a place of respect upon the greatest of angels, however many are the times that they outright refuse, not resting until the threat of demonkind is no more. And they do not intend to go to the heavens defeated.


COMBAT

In combat a Cursed Angel stands out from his brethren. In close quarter fighting he is simply a killing machine with his oversized weapons and mastery of maneuvers, and his mystery casting means that he will be prepared against more exotic threats. He is the only type of Shadow angel who will not back from combat, instead relying on his fortitude and fighting styles to get the job done. No matter how much the thrill of battle overcomes him, his first goal is that no harm comes to his comrades.

Cursed Existence: Unlike most deathless, Cursed Angels gain B.A.B, Skill Points and Saves as an Outsider.
They are also immune to all necromantic effects, curses, taint and any form of energy drain.

Dark Toughness (Ex): Cursed Angels gain bonus hit points equal to their Charisma Modifier * their HD. (The statistics block already reflects this bonus).

Martial Maneuvers: Cursed Angels know martial maneuvers and stances as a 14th level crusader. It can choose its maneuvers from the Devoted Spirit, Shadow Hand, Iron Heart, Stone Dragon and White Raven disciplines

Typical maneuvers known:
Avalanche of Blades (7th)*, Colossus Strike (7th)*, Covering Strike (4th), Entangling Blade (4th), Iron Heart Surge (3rd)*, Mountain Avalanche (5th), Order forged from Chaos (6th)*, Pouncing Charge (5th)*, Shadow Stride (5th)*, Cloak of Deception (2nd), Steely Strike (1st), Stalker in Night (6th)

Typical Stances:
Child of Shadow (1st), Blood in Water (1st), Thicket of Blades (3rd)*
* indicates a readied maneuver


Mysteries: Cursed Angels can cast mysteries as a 14th level Shadowcaster. This includes the knowledge of new fundamentals, and the transformation of lower-level path mysteries into spell-like or supernatural abilities.

Typical Mysteries Known (Caster level 14th, Concentration +21, DC 17 + mystery level, 24 for supernatural abilities)

Master 1/day as spells:
Warrior of Darkness: Shadow Alacrity.
Eyes of the Night Sky: Truth Revealed.
Shadowscape: Grasping Shadows.

Initiate 2/day as spell like abilities:
Unbinding Shade: Shadows Fade, Unravel Dweomer, Greater Shadows Fade.
Darkened Alleys: Fearful Gloom, Sickening Shadow, Deadly Shade.
Black Magic: Warp Spell, Echo Spell.
Body and Soul: Bolster.

Apprentice 3/day as supernatural abilities:
Shutters and Clouds: Dusk and Dawn, Shadow Skin, Dancing Shadows.
Darkland Walker: Dimmed Walker, Wave of Emptiness, Land of Darkness.
Ebon Whispers: Voice of Shadows, Congress of Shadows, Flicker.

Fundamentals at will as supernatural:
Unnatural Life, Trick of the Light, Black Candle, Mystic reflections, Squelch Light, Caul of Shadow.

Strength of the night (Su): Their supernatural strength lets them function in many ways as if they were one size category larger.

Whenever a Cursed Angel is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Cursed Angel is treated as one size larger if doing so is advantageous to him.

A Cursed Angel is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Cursed Angel can use weapons designed for a creature one size larger without penalty.

However, his space and reach remain those of a creature of his actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Freezing Retribution (Su): Any attack with a melee, natural or ranged weapon, or with a damaging touch or ranged touch mystery deals an additional 6d8 damage, half of which cold and the other half electricity, to evil creatures. Cold or electricity resistance doesn’t reduce the amount of damage dealt however cold or electricity immunity will.

Improved Uncanny Dodge (Ex) and Uncanny Dodge (Ex): as the barbarian ability.


STEWARD OF TIME
Medium Outsider (Extraplanar (Shadow), Umbra Angelus, Good, Shapechanger)
HD: 19d8+190 (286)
Speed: 70 ft; 120 ft. (perfect) (20 squares)
Init: +8
AC: 38; touch 32; flat-footed 30 (+14 Untyped, +8 Dexterity, +6 Natural)
BAB: +19; Grp: +29
Attack: Large Scythe +35 (2d6+21+2 con damage, 19-20/4+Lighting Overload)
Full-Attack: Large Scythe +35/+30/+25/+25 (2d6+21+2 con damage, 19-20/4+Lighting Overload)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Mysteries, Maneuvers, Time Field, Alter past, Reality distortion, Lighting Overload, Freezing Retribution
Special Qualities: Umbra Angelus Abilities, Outsider traits, DR 15/-, DR 25/epic and evil and silver, SR 37, Draw upon memories, Master of the Scythe, Unearthly Grace
Saves: Fort +36 Ref +34 Will +33
Abilities: Str 30, Dex 26, Con 30, Int 34, Wis 28, Cha 36
Skills: Knowledge (all 10) +34, Sense Motive +31, Intimidate +35, Spot +31, Listen +31, Hide +29, Move Silently +29, Spellcraft +34, Concentration +32
Feats: Dark Magic Scholar B, Power Attack, Dark Stalker (LoM), Master Dabbler, Metashadow Mastery, Still Mystery B, Line of Shadow Mystery, Chain Mystery, Twin Mystery, Cleave B, Greater Weapon Focus (scythe) B, Greater Weapon Specialization (scythe) B, Weapon Focus (scythe) B, Weapon Specialization (scythe) B, Weapon Mastery (slashing) B, Weapon Supremacy (scythe) B
Environment: Plane of Shadow
Organization: Solitary
Challenge Rating: 22
Treasure: Triple Standard plus +1 Shadow striking, Keen, Greater Wounding Large Scythe
Alignment: Usually Neutral Good, Often Neutral
Advancement: 20-29 HD (Medium), 30-38 HD (Large); Favored Class: Shadowcaster
Level Adjustment: -

Stewards of Time are the unquestioned leaders of the Umbra angella. However this fact is hidden by their calm and usually pleasing demeanor, and their endless knowledge in many subjects. In fact the other angels aknowledge the Stewards ans the most resourseful and clever of their race, able to form plans that no other could even grasp. So they put their trust on them.

However they can afford to be calm and easy going. Being masters of time and able to discern the intentions of even the most sly devil, they know beforehand if a creature will be helpful or not. Also their power is rivaled only by the greatest of demons and devils, and not even they would risk a direct confrontation, for indeed they could very easily be unmade and losing all their power in an instant.

Most often than not Stewards of time will pass as powerful mortal shadowcasters, spreading the benevolent use of Shadow magic and running great academies and libraries of knowledge.


COMBAT

A Steward of time will enter combat only if its brethen are in danger or if he deems that no other alternative exists. However the creatures that provoked them would wish that they were never born, a wish that the angel can easily fulfill. They relish both mystery casting, preferring to debuff their opponents and attacking with their scythes, and the many spirits that surround the Steward make sure that their tender will emerge victorious no matter what.

Martial Maneuvers: Stewards of Time know martial maneuvers and stances as a 19th level crusader. It can choose its maneuvers from the Devoted Spirit, Diamond Mind, Shadow Hand, Iron Heart, Stone Dragon and White Raven disciplines

Typical maneuvers known:
Adamantine Hurricane (8th)*, Avalanche of Blades (7th)*, Colossus Strike (7th), Covering Strike (4th), Diamond Nightmare Strike (8th)*, Entangling Blade (4th), Raging Mongoose (7th)*, Moment of Alacrity (6th), Mountain Avalanche (5th), Order forged from Chaos (6th)*, Pouncing Charge (5th), Shadow Stride (5th), Strike of Righteous Vitality (9th)*, Time stands Still (9th)*, War Master’s Charge (9th)*

Typical Stances:
Child of Shadow (1st), Blood in Water (1st), Pearl of Black Doubt (3rd)*, Immortal Fortitude (8th)
(* indicates a readied maneuver)

Mysteries: Stewards of Time can cast mysteries as a 19th level Shadowcaster. This includes the knowledge of new fundamentals, and the transformation of lower-level path mysteries into spell-like or supernatural abilities.

Typical Mysteries Known (Caster level 27th, Concentration +40, DC 23 + mystery level, 36 for supernatural abilities)

Master 2/day as spell like abilities:
Warrior of Darkness: Shadow Alacrity, Touch of Inevitable Fate, Blade of Darkness.
Eyes of the Night Sky: Truth Revealed, Far Sight, Reflections of things to come.
One with Naught: Thought of Oblivion, Shadow Sequestration, Shadow Immersion.
Midnight Athenaeum: Seek the Lost, Conjure Codex.

Initiate 3/day as supernatural abilities:
Unbinding Shade: Shadows Fade, Unravel Dweomer, Greater Shadows Fade.
Darkened Alleys: Fearful Gloom, Sickening Shadow, Deadly Shade.
Black Magic: Warp Spell, Echo Spell.
Body and Soul: Bolster.

Apprentice 3/day as supernatural abilities:
Shutters and Clouds: Dusk and Dawn, Shadow Skin, Dancing Shadows.
Touch of twilight: Life fades, Flesh Fails, Umbral Touch.
Darkland Walker: Dimmed Walker, Wave of Emptiness, Land of Darkness.

All Fundamentals at will as supernatural abilities

Time Field (Su): Enemy creatures that start their turn in a 60 feet radius from the Steward of Time do not benefit from any spell or ability that grants them extra actions or allows them to resolve their actions faster than normal. If any evil creature is slain while inside this field, all effects, creatures or objects he created via a spell, spell like or supernatural ability, immediately end and vanish as appropriate. That creature cannot be resurrected or raised from the dead unless the Steward of Time is present at the time of casting the spell.

Draw upon Memories (Su): A Steward of Time automatically identifies any spell, spell like, supernatural or extraordinary ability that he witnesses. In addition he is immune to mind affecting and death spells and abilities.

Alter Past (Su): As a free action, a Steward of Time can produce a rift in time that enables it to replay its last turn.

The Steward of Time returns to the position it occupied when its turn began, and any effects that occurred during that time are reversed (including any readied actions or attacks of opportunity that its actions provoked).

If it used any mysteries, it regains the daily uses spent. A Steward of Time can use this ability three times per day, but no more than once per round.

Reality Distortion (Ex): A Steward of Time has limited influence over the forces of time and reality. At will (but only once per round), a Steward of Time can take a free action to reroll any unfavorable die roll or force its opponent to reroll a favourable die roll. The Steward of Time must accept the result of the reroll.

Lighting Overload (Su): Whenever a Steward of Time successfully scores a critical hit with his scythe or with any of his mysteries, the creature affected must make a fortitude save or die.

Even creatures normally immune to critical hits or undead are subject to this ability, however creatures immune to electricity are immune to this ability as well.

Master of the Scythe (Su): The Steward of Time is a master of the scythe, and gains the ability to wield a scythe one size larger than normal.

Freezing Retribution (Su): Any attack with a melee, natural or ranged weapon, or with a damaging touch or ranged touch mystery deals an additional 10d8 damage, half of which cold and the other half electricity, to evil creatures. Cold or electricity resistance doesn’t reduce the amount of damage dealt however cold or electricity immunity will.

Shadow Fury (Su): Stewards of Time gain an additional standard action that must be used to cast a mystery from their daily allotment. In addition they act as if under the effects of a freedom of movement spell.

Unearthly Grace (Su): A Steward of Time adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

peacenlove
2010-07-19, 02:16 PM
NEW FEAT
(also for whoever is wondering i got permission from sir Roland to give this thread another chance. Hopefully the better formatting will make it actually readable :smallsigh: )
Bumping this because i am going to use the above material in a campaign and would like input. Lastly more dark store feats will be in this post shortly.

Evil Feed [Dark Store]

Unlocking the knowledge of countless celestials you infuse your body and mind with potent defenses against evil magic. Not only you nullify their effects, you transform them into helpful effects via the use of shadow magic.
Prerequisites: Must be of good alignment, access to a 4th level mystery with the [Good] Descriptor.
Benefit: In order to gain the benefits of Evil Feed on any given day, you must surrender a single use of any 4th level mystery with the [Good] descriptor while recovering your mysteries for that day.

At will as an immediate action you may ward yourself against an attack, spell, spell like ability or supernatural ability.

You are healed instead of damaged by vile damage caused by the action (a damage type that appears in Book of Vile Darkness).

In addition if the action originated by a spell with the evil descriptor, or by a creature with an evil aura and you suffered hit point or ability damage or ability drain by that action, then your attacker suffers the same amount of damage or drain.

DragoonWraith
2010-07-19, 03:09 PM
Well, I really, really can't judge the monsters; I really know nothing about monster balance or how CR works, etc. Sorry.

As for the mysteries, though:

Protection from evil
Apprentice, Twilight Evangelist
Level / School: 1st/Abjuration [Good]

As the Protection from Evil spell but instead of the deflection bonus to AC and the resistance bonus to saving throws against attacks made or effects created by evil creatures, the target gains an insight bonus to hide, spot, listen and move silently checks equal to ¼ of your caster level to detect, hide from or avoid attacks made or effects created by evil creatures
I think it looks better if if the level and school (as in, "1st/Abjuration [Good]") weren't bolded. That's how they format it in Tome of Magic, too.

Anyway, you shouldn't call it Protection from Evil because Protection from Evil is a spell, not a mystery, and more importantly this isn't the same as Protection from Evil. "Hidden from Evil", perhaps? Otherwise, looks fine.


Acolyte’s Charm
Apprentice, Twilight Evangelist
Level / School: 2nd/Enchantment [Mind Affecting]
Range: Close
Target: 1 living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You make the subject believe that you are more valuable alive than dead

The affected creature tries to capture and incapacitate the caster rather than kill him. He uses means as non lethal damage, restricting spells and grapples. Whenever the caster deals lethal damage to the affected creature, the creature gains a new save with a +2 bonus to shrug off the effect.
Possible abuse from gaining immunity to nonlethal damage, but otherwise this looks quite reasonable.

Also, again, you should bold each of the sections but not their values (e.g. "Range: Close", "Target: 1 living creature", etc), it makes things clearer.


Dark Prophecy
Apprentice, Twilight Evangelist
Level / School: 3rd/Enchantment [Mind Affecting, Good]
Range: 40 ft.
Area: All allies and foes within a 40-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: None and will negates
Spell Resistance: Yes

Voices from the shadows sing praise to the glory of righteousness to favor your allies and hinder your enemies.

You bring special favor upon yourself and your allies while bringing disfavor to your enemies. Good aligned creatures gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while evil aligned creatures must make a will save or become shaken. In addition the DC of good aligned bardic music abilities and spells with the [good] descriptor and verbal components is increased by 1.
"Dark Prophecy" is an odd name for a Good mystery, methinks. Anyway, the mechanics... well, all but the last sentence are totally fine; the last sentence is a little strange, as it references a specific class feature of another class, and moreover I'm not aware of any "Good-aligned Bardic Musics" - you should probably use something like "supernatural abilities to aid allies (such as Bardic Music or a Marshal's Aura) used by Good creatures", IMO. Along with the spells thing. I'm not sure why you're requiring that they have Verbal components...


Shadow Circle against Evil
Initiate, Benevolent Shadows
Level / School: 4th/Abjuration [Good]
Range: Touch
Area: 10-ft.-radius emanation from touched creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

Nearby shadows move to your side forming a protective circle. Your moves muffled and hidden and your vision expanded, you can proceed fearing no evil.

All creatures within the area gain the effects of a protection from evil mystery as well as the benefits of concealment against attacks originated by evil creatures, and no nongood summoned creatures can enter the area either. You must overcome a creature’s spell resistance (if the mystery is cast as an arcane spell or a spell like ability) in order to keep it at bay (as in the third function of protection from evil). The protection from mental control applies regardless of enemies’ spell resistance.
Sounds fine other than the use of Protection from Evil, as above.


Twilight Aura
Initiate, Benevolent Shadows
Level / School: 5th/Necromancy [Good]
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

You channel an influx of positive energy to the affected creature. Like a magnet it amplifies healing and dampens negative effects affecting the warded creature.

Whenever the affected creature regains hit points or ability points due to a spell or effect, he instead regains double the amount. In addition it takes half damage from negative energy and untyped or vile damage originated by spells and spell like abilities with the evil descriptor or supernatural abilities originated by creatures with an evil aura (such as a blackguard’s smite good ability).
Lastly evil creatures take a -2 penalty on attack rolls when attacking the affected creature.
I like this one; a series of nice defensive enhancements.

Leaving a blank space between paragraphs is a good idea, formatting-wise, as it makes it much easier to see the separation. We can't really indent here, so skipping a line is the next best thing.


Light from Darkness
Initiate, Benevolent Shadows
Level / School: 6th/Evocation [Light, Good]
Range: 120 feet
Area: 120-feet line
Duration: Instantaneous and 1 round / level
Saving Throw: Reflex half and Fortitude half
Spell Resistance: Yes

The darkest corner may well hide the brightest of lights. Revealing such light has dire consequences for your opponents.

This spell deals 1d6 per 2 caster levels points of damage to everyone within the area. A successful reflex save halves the damage. Undead and Oozes take double damage. In addition evil creatures are blinded for one round per caster level (a successful fortitude instead causes the creatures to treat any other creature as though it had concealment). Lastly Light from Darkness dispels spells of lower level with the darkness, glamer, figment or shadow descriptor that it comes in contact with.
Glamer, Figment, and Shadow are not descriptors, they are subschools. The last line should read "spells of a lower level with the Darkness descriptor, or from the Illusion (Glamer), Illusion (Figment), or Illusion (Shadow) subschools." Descriptors use square brackets (e.g. "[Good]"), while subschools use parentheses (e.g. "Conjuration (Creation)").

Otherwise, looks good. You're lacking some formatting, though.


Smiting Darkness
Initiate, Dark Justice
Level / School: 4th/Evocation [Darkness, Good]

You summon a globe of darkness that only hinders the vision of the wicked.

As the darkness spell but good aligned creatures can see through as thought it was not there. In addition whenever an evil creature inside the smiting darkness receives damage, he takes an additional 2 damage per caster level (max 30), half of which is cold and half electricity.
Typo; you have "as thought" instead of "as though". Otherwise, I rather like this one.


Cloak of Retribution
Initiate, Dark Justice
Level / School: 5th/Evocation [Cold or Electricity, Light or Darkness]
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: No and Fortitude negates
Spell Resistance: Yes

You weave together light and darkness in order to punish your offenders

This mystery damages and hinders attackers. It also sheds light or darkness depending on your choice.
Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage per 2 caster levels (maximum 10d6). This damage is either cold damage (if the shield sheds darkness) or electricity damage (if the shield sheds light). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.
You may choose to be affected by either a Blacklight (Spell Compendium) or a Daylight effect that moves with you.
Finally, if an evil creature succeeds on a melee attack against you, the offending attacker is slowed for 1 round / level (fortitude negates). If the attacker has spell resistance, it applies to this effect.
You should say "melee attacks made with natural weapons or manufactured weapons without reach", I think. You should also specify whether or not the damage happens before or after their attack - after all, the damage might kill them. Or their attack might kill you. If both parties always take damage, you should spell that out, otherwise, state which damage applies first.

As for the effect, I think it's fine. My only concern is that the duration of the Slow is rather long for a reactionary effect. It's also two levels higher than Slow, though, and Slow effects many targets at once, so it's probably fine.


Inquisitor’s Verdict
Initiate, Dark Justice
Level / School: 6th/Abjuration/Transmutation
Range: Close
Effect: Ray
Duration: 1 round/level
Saving Throw: No
Spell Resistance: See text

You reduce your opponent to a mockery of its shadow. Now it is ready to face justice.

You must succeed on a ranged touch attack with the ray to strike a target. The affected creature is silenced.
Also any polymorph or similar form altering effects are suppressed and the creature reverts back in its natural form for the duration of the spell.
Lastly any and all illusions affecting the creature are dispelled as per the greater shadows fade mystery.
Spell resistance is effective versus the silence and the polymorph suppression effect but not the illusion dispelling effect.
Looks fine to me.


Umbra Angelus
Master, Repentant Darkness
Level / School: 7th/Transmutation [Good]
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Dark angels and spiritual celestials inhabit your shadow, imparting you with many of their abilities.

For the duration of the mystery you gain the Umbra Angelus subtype and all associated benefits
The... what?


Burning Sins
Master, Repentant Darkness
Level / School: 8th/Abjuration [Good]
Range: Personal and Medium
Targets: You and all creatures in a 15-ft. radius burst
Duration: 1 round/level
Saving Throw: None, Will negates and fortitude negates
Spell Resistance: Yes

You invoke the harshest of punishment upon the corrupt. Not only they can’t be protected against the Light, but unless they repent, they suffer as much harm as they cause.

For the duration of the mystery you take only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by you is taken by the creatures affected by this mystery. Each creature takes that damage individually (you don’t split it amongst them). Forms of harm that do not involve hit points (such as charm effects, temporary ability damage, level draining, and death effects) are not affected. If you suffer a reduction of hit points from a lowered Constitution score, the reduction is not split because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subjects and you, but damage already split is not reassigned to you. Affected creatures can make a will save to negate this effect.
In addition affected creatures must make a fortitude save or they do not benefit from any of the following abilities: Damage reduction x/good, Spell resistance versus spells and spell like abilities with the [Good] descriptor, and any bonuses to AC or saves granted by spells and spell like abilities with the [Evil] descriptor.

This mystery affects only evil creatures and if all affected creatures succeed on their will save then you do not take reduced damage.
OK, the Return key needs to get to know this mystery. I think they could be good friends.

Anyway... This seems very strong. I'm not sure it's too strong, but it seems very strong. There aren't any effects out there to my knowledge that are like either of these, though, so it's hard to judge.


Purifying Ray
Master, Repentant Darkness
Level / School: 9th/Evocation [Good]
Range: Close
Effect: Ray
Duration: Instantaneous and Permanent
Saving Throw: Fortitude half; see text
Spell Resistance: No

A golden white ray sprouts from your fingers. Empowered by shadow magic it pierces through all defences in order to neutralize the wicked.

You must succeed on a ranged touch attack with the ray to strike a target. As noted below the target does not gain any bonuses to its touch armor class from abjuration, conjuration or force effects of up to 8th level. If the attack succeeds, the subject takes 1d6 damage per caster level (max 25d6) (rounded down, Fortitude save for half damage).

Purifying Ray ignores Abjuration, conjuration and force effects of up to 8th level completely. Treat those effects as if they weren’t present when resolving if Purifying Ray affects or not its target.

This mystery cannot kill its target. Ignore all damage and effects that would drop the target below -9 hp. If the target creature drops to negative hit points, it is stabilized and a temporal stasis effect protects it for 1 hour or until the caster dismisses it.

If the target is undead or evil outsider it instead takes damage equal to its total, unmodified hit points, with a fortitude save for half damage.
I like the "not kill" thing, but you should probably not specify -9 damage - there are effects that can change the HP point at which you die. Just say "the minimum number of hit points to avoid death (usually -9)", IMO. Anyway, I like the effect and the ignoring of defenses is a nice boost to what would be an otherwise somewhat boring blasty spell.


Eternal Mystery
Master, Reality of Shadows
Level/School: 7th/Universal
Range: Personal
Target: You
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

You tap upon the boundless power of shadow in order to make your magic immune to the passage of time.

This mystery makes certain other mysteries last for 24 hours rather than their normal duration. Depending on the mystery, you must be of a minimum caster level and must take a penalty to your Constitution score. The minimum caster level is 13 for fundamentals and apprentice mysteries, 19 for initiate mysteries and 25 for master mysteries. The penalty to the Constitution score equals the level of the mystery (0 for fundamentals), is cumulative and cannot be recovered by any means short of dismissing the mystery. You cannot use this mystery if it would otherwise lower your Constitution score under 3. You can only make mysteries with a personal range permanent with this mystery.

You cast the desired mystery and then follow it with the eternal mystery mystery. The mystery can be dispelled as normal, however when that happens you regain a number of points of Constitution equal to the level of the mystery dispelled.

Mysteries with instantaneous, 1 round, 24 hours or greater and concentration durations cannot be affected with the use of this mystery.
I feel like you should say "reducing your Constitution penalty to less than that caused by this mystery immediately undoes it. When the Eternal Mystery ends, you undo its Constitution penalty, returning it to whatever value you would have if you had never used Eternal Mystery, including if it was ended by reducing the penalty."

Anyway, this is somewhat dangerous but I don't think Shadowcasters really have anything they can abuse it with.


Echo Spell, Greater
Master, Reality of Shadows
Level/School: 8th/Universal
Range: Medium

Your adversary's smile turns into a worrying expression as you replicate with ease the power he just had invoked. If he only knew you did more than just replication.

As per the Echo Spell mystery except as noted above and usable against spells, as well as mysteries, spell like abilities and psionic powers, of up to 7th level. In addition you can apply any applicable metashadow feat to the power replicated as it was a mystery, despite its actual type (arcane/divine spell or psionic power).
I like it, this is cool.


Reflection of Power
Master, Reality of Shadows
Level/School: 9th/Illusion (Shadow)

As per the Shades spell or the Greater Shadow Evocation spell (PHB) except as noted above, and it can mimic a Conjuration (creation) or (summoning) or Evocation of up to 8th level. The illusory conjurations or evocations created deal 80% damage to nonbelievers, and non-damaging effects are 80% likely to work against nonbelievers.
I would say "This may be used as the Shadow Conjuration or Shadow Evocation spells, but it may create shadow versions of applicable spells up to 8th level, and the shadow spells are 80% real." This references back to the original spells (otherwise you have "this is as Shades, which is as Shadow Conjuration"), and the 80% real rule applies itself to everything applicable.


To keep in line with my previous works and comparability with Realms of Chaos materials, in this spoiler are the corresponding path mastery feats for the new paths.
Afraid I'm not overly familiar with RoC's Shadow project, though I am impressed with its scope. At any rate, I can't really judge these feats.


Evil Vore [Dark Store]
Unlocking the knowledge of countless celestials you infuse your body and mind with potent defenses against evil magic. Not only you nullify their effects, you transform them into helpful effects via the use of shadow magic.
Prerequisites: Must be of good alignment, access to a 6th level mystery with the [Good] Descriptor.
Benefit: In order to gain the benefits of Evil Vore on any given day, you must surrender the use of any 6th level mystery with the [Good] descriptor while recovering your mysteries for that day.
As an immediate action you may ward yourself against an attack, spell, spell like ability or supernatural ability.
You are healed instead of damaged by vile damage caused by the action (a damage type that appears in Book of Vile Darkness).
In addition if the action originated by a spell with the evil descriptor, or by a creature with an evil aura and you suffered hit point or ability damage or ability drain by that action, then your attacker suffers the same amount of damage or drain.
Is the immediate action at-will? Considering that this costs a feat and an action, I don't think you should have to sacrifice a 6th level Mystery for it. If you stick with that, you need to clarify if it's a single use of a Mystery, or all uses.

Also, "Vore"? Informally, that can refer to eating, but... not really. Usually it refers to... an extremely squicky fetish. I think you might come up with a better name, here, because honestly "Evil Vore" sounds like something far more vile than anything in the BoVD...

peacenlove
2010-07-19, 09:56 PM
First of all thank you for your comments :smallbiggrin: I am gonna reformat my whole homebrew now this way also ...


Well, I really, really can't judge the monsters; I really know nothing about monster balance or how CR works, etc. Sorry.

As for the mysteries, though:

I think it looks better if if the level and school (as in, "1st/Abjuration [Good]") weren't bolded. That's how they format it in Tome of Magic, too.


Done for all mysteries.


Anyway, you shouldn't call it Protection from Evil because Protection from Evil is a spell, not a mystery, and more importantly this isn't the same as Protection from Evil. "Hidden from Evil", perhaps? Otherwise, looks fine.

Yeah renaming the mystery is better. Hidden from evil and Hidden from Evil, mass are good names.




Possible abuse from gaining immunity to nonlethal damage, but otherwise this looks quite reasonable.

Also, again, you should bold each of the sections but not their values (e.g. "Range: Close", "Target: 1 living creature", etc), it makes things clearer.


Done and done (put a clause that if a creature finds out that his disabling methods prove to be ineffective he gets a new save.)



"Dark Prophecy" is an odd name for a Good mystery, methinks. Anyway, the mechanics... well, all but the last sentence are totally fine; the last sentence is a little strange, as it references a specific class feature of another class, and moreover I'm not aware of any "Good-aligned Bardic Musics" - you should probably use something like "supernatural abilities to aid allies (such as Bardic Music or a Marshal's Aura) used by Good creatures", IMO. Along with the spells thing. I'm not sure why you're requiring that they have Verbal components...

Yeah was gonna go for a dark themed name but i overdid it :smallsigh:
How about victorious prophecy? Also the nature of the bonus at the last line was changed.




Sounds fine other than the use of Protection from Evil, as above.


Followed your suggestion




Leaving a blank space between paragraphs is a good idea, formatting-wise, as it makes it much easier to see the separation. We can't really indent here, so skipping a line is the next best thing.



Excessive use of the Enter button used here and in all of my work :smalltongue:



Glamer, Figment, and Shadow are not descriptors, they are subschools. The last line should read "spells of a lower level with the Darkness descriptor, or from the Illusion (Glamer), Illusion (Figment), or Illusion (Shadow) subschools." Descriptors use square brackets (e.g. "[Good]"), while subschools use parentheses (e.g. "Conjuration (Creation)").

Otherwise, looks good. You're lacking some formatting, though.



Better now? Also good catch with the subschool/descriptor terminology.


Typo; you have "as thought" instead of "as though". Otherwise, I rather like this one.


Fixed.



You should say "melee attacks made with natural weapons or manufactured weapons without reach", I think. You should also specify whether or not the damage happens before or after their attack - after all, the damage might kill them. Or their attack might kill you. If both parties always take damage, you should spell that out, otherwise, state which damage applies first.

As for the effect, I think it's fine. My only concern is that the duration of the Slow is rather long for a reactionary effect. It's also two levels higher than Slow, though, and Slow effects many targets at once, so it's probably fine.


In this i copy/pasted the descriptive text of the Fireshield spell. However i clarified it now..



The... what?


Although the information is 2 posts below :smalltongue: i added it nevertheless in the spell. However it might be very strong now that i think about it...



OK, the Return key needs to get to know this mystery. I think they could be good friends.

Anyway... This seems very strong. I'm not sure it's too strong, but it seems very strong. There aren't any effects out there to my knowledge that are like either of these, though, so it's hard to judge.

I don't know... At the same level you get incorporeality (blocks many attacks and opens many tactical possibilities, as well as enabling you to fly and gives immense bonuses to touch AC), Greater flesh fails (long distance, no save, mass debuff and with the freedom of choice) or Dominate monster. Also this mystery requires you to be hit with hit point damage and at 15th levels enemies have more diverse means to take you out of battle not to mention your hit point total means that you won't be dishing enough damage before you die.



I like the "not kill" thing, but you should probably not specify -9 damage - there are effects that can change the HP point at which you die. Just say "the minimum number of hit points to avoid death (usually -9)", IMO. Anyway, I like the effect and the ignoring of defenses is a nice boost to what would be an otherwise somewhat boring blasty spell.


Changed to below 0 hit points, a more universal constant.



I feel like you should say "reducing your Constitution penalty to less than that caused by this mystery immediately undoes it. When the Eternal Mystery ends, you undo its Constitution penalty, returning it to whatever value you would have if you had never used Eternal Mystery, including if it was ended by reducing the penalty."

Anyway, this is somewhat dangerous but I don't think Shadowcasters really have anything they can abuse it with.


Added that clause at the end of the mystery, however i believe i stated that the penalty is irrecoverable somewhere :smallconfused: Still lets add it just to be safe. Also 1 round/level apprentice (that means undispellable) mysteries are good candidates for abuse however from the ToM mysteries the only dangerous would be Dancing shadows (and this is beaten by Faerie fire or True seeing). You *could* permanency Shadow time however at 25 caster level so the master mysteries clause is out.



I like it, this is cool.


I would say "This may be used as the Shadow Conjuration or Shadow Evocation spells, but it may create shadow versions of applicable spells up to 8th level, and the shadow spells are 80% real." This references back to the original spells (otherwise you have "this is as Shades, which is as Shadow Conjuration"), and the 80% real rule applies itself to everything applicable.



Done


Afraid I'm not overly familiar with RoC's Shadow project, though I am impressed with its scope. At any rate, I can't really judge these feats.

My group use his material for over 2 years now and it is of good quality, comparable to many good WotC books. There are some people who use it and it has become standard format for me in the extend that wherever i see new mysteries i brew a path mastery for them so i can import them to my game.



Is the immediate action at-will? Considering that this costs a feat and an action, I don't think you should have to sacrifice a 6th level Mystery for it. If you stick with that, you need to clarify if it's a single use of a Mystery, or all uses.

Also, "Vore"? Informally, that can refer to eating, but... not really. Usually it refers to... an extremely squicky fetish. I think you might come up with a better name, here, because honestly "Evil Vore" sounds like something far more vile than anything in the BoVD...

Err i am sorry :smallredface: I really don't know all the subtle meanings hidden in english words. Evil feed will be a good temporary name until i think of a better one. Also i lowered the cost to a single use of a 4th level mystery.

Again thank you for the formatting tips and general advice. As for the monsters, i think my group will find out the hard way if they can battle them :smallamused: