Owrtho
2010-05-26, 05:53 PM
Well, some of you might recognize some of this, but with the end of Gareth's Base Class Challenge (http://www.giantitp.com/forums/showthread.php?t=152819), I've decided to continue working on the Twilight Caster and ethereal magic. As such I've made this thread. It shall contain not only the Twilight Caster, but also the Ethercaster (the previously only mentioned class that focuses solely on ethereal magic).
Also, I'd like to thank those who voted for the Twilight Caster in the contest giving it first place.
Ethereal Magic
There are many sources of magical power. Some find it through divine beings or sources of nature. Others through contracts with powerful entities. Some learn to manipulate primal forces. And others, they draw forth the energies of other planes. Most well know of the last group are of course the shadowcasters, yet there exists another group. They draw their power not from the plane of shadows, but from the ethereal plane. They pull forth the energies of that plane in the form of mists charged with its energy, and then unleash that energy upon their foe.
Ethercaster
"You may be strong, but now, your in my domain."
-Tolaris Terhen, an ethercaster.
Said to an opponent who had unwisely followed him into the mist.
There are those that are drawn to the ethereal plane. Among them some find that it contains power, if only one learns to harness it. They often become ethercasters. People who have learned to harness the powers of the ethereal plane and pull it into the material, they use it's energies to accomplish their purpose.
Abilities: Charisma is important being used for ethereal magic. Wisdom is used for mist forms to a lesser extent. Dexterity may be important for an ethercaster.
Role: The ethercaster can fill a role similar to a wizard or sorcerer. Supporting the party or using offensive magic.
Background: An ethercaster is someone who has chosen to study the art of manipulating energies from the ethereal plane.
Organization: There is little in the way of organizations for ethercasters, most being either self taught or having been aprinticed to a master. Some schools of magic have started taking up trying to teach the art though.
Alignment: There is no favored alignment among ethercasters.
Races: Any race can become an ethercaster, though those that have ties with planar travel or the ethereal plane are more likely.
Religion: There are no particular religions they are more or less likely to follow.
Other Classes: Most classes don't have much opinion about them one way or another. Shadowcasters may feel that an ethercaster has chosen the inferior plane to draw power from however (a feeling they are likely to return). Twilight casters often are of the opinion that they are limiting themselves by only studying a single plane and rarely get along due to the disdain shown them by most ethercasters for muddling their arts with shadow magic.
Adaptation: Any setting that has an ethereal plane may use ethercasters.
Hit Die: d6
Starting Gold: 3d4x10 (75gp)
Class Skills: The ethercaster's class skills are Concentration (Con), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), , Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex)
Skill Points at First Level: (4 + Int mod) x 4
Skill Points at Each Additional Level: 4 + Int mod
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Mist Forms|Mist
1st|
+0|
+0|
+2|
+2|Leaking mist, simple mist forms, Mist manipulations|
1|
5
2nd|
+1|
+0|
+3|
+3||
2|
9
3rd|
+2|
+1|
+3|
+3|Ether sight 30ft|
3|
13
4th|
+3|
+1|
+4|
+4|Bonus Manipulation|
4|
21
5th|
+3|
+1|
+4|
+4|Ethereal Substance (fall damage reduced)|
5|
29
6th|
+4|
+2|
+5|
+5||
6|
37
7th|
+5|
+2|
+5|
+5|basic mist forms|
7|
45
8th|
+6/+1|
+2|
+6|
+6|Bonus Manipulation|
8|
57
9th|
+6/+1|
+3|
+6|
+6||
9|
69
10th|
+7/+2|
+3|
+7|
+7|Ethereal Substance (25% criticals fail)|
10|
81
11th|
+8/+3|
+3|
+7|
+7|Ether sight 60ft|
11|
97
12th|
+9/+4|
+4|
+8|
+8|Bonus Manipulation|
12|
113
13th|
+9/+4|
+4|
+8|
+8|Complex mist forms|
13|
129
14th|
+10/+5|
+4|
+9|
+9||
14|
145
15th|
+11/+6/+1|
+5|
+9|
+9|Ethereal Substance (speed +10 feet)|
15|
165
16th|
+12/+7/+2|
+5|
+10|
+10|Bonus Manipulation|
16|
185
17th|
+12/+7/+2|
+5|
+10|
+10|Ether sight 90ft|
17|
205
18th|
+13/+8/+3|
+6|
+11|
+11||
18|
229
19th|
+14/+9/+4|
+6|
+11|
+11||
19|
253
20th|
+15/+10/+5|
+6|
+12|
+12|Bonus Manipulation, Ethereal Substance (25% miss chance)|
20|
293[/table]
Weapon and Armor Proficiencies: You are proficient with all simple weapons. You are not proficient with any type of armor or shield. Armor interferes with your gestures which can cause your mist forms to fail when they function as spells.
Mist Manipulations (Su): Mist manipulations are abilities that effect the mist without using any of it up. Manipulations may only be used 3 times per day. Ethercasters begin knowing 3 Mist manipulations. At 4th level and every 4 levels thereafter an ethercaster gains an additional manipulation. At 14th level manipulations may be used an unlimited number of times per day. When gaining a new level, an ethercaster may choose to learn a new mist manipulation rather than learning a mist form. You may 'relearn' a manipulation gaining another set of uses for it. The DC save of any mist manipulation is equal to 10 + charisma modifier.
Ethereal Substance (Ex): When you reach level 5, your bond to the Ethereal Plane causes your body to take on some of its substance. You become lighter and falls count as being 10 feet shorter for calculating damage. At 10th level critical hits and abilities that require the subject be susceptible to criticals have a 25% chance of failing against you. At 15th level your speed increases by 10 feet. At level 20 there is a 25% chance that attacks will miss you. This stacks with other miss chances such as those granted by concealment.
More to come.
Twilight Caster
"Day and night, like the sides of a coin. So similar, and yet, so different."
-Janus Darlight, a twilight caster
There are those that seek to master magic of either the plane of shadows or the ethereal plane. Then there are those that see them as being inherently tied and choose to master both. They are twilight casters. They're magic is tied to night and day, for during the day their ethereal magic is burned away by the sun, and at night the suns light is blocked and casts no shadows. For this reason they have pursued both types of magic that they be not helpless be it day or night.
Abilities: Charisma is among the most important abilities being key in both shadowmagic and ethereal magic. Intelligence is also important to mysteries, while Wisdom is used for mist forms.
Role: The Twilight caster can fill a role similar to a wizard or sorcerer. Supporting the party or using offensive magic.
Background: They choose to study the magic of the planes.
Organization: There are no particular organizations, as most twilight casters are either self taught or taught by a master.
Alignment: There is no favored alignment among twilight casters.
Races: Any race can become a twilight caster, though those that have ties with planar travel or the ethereal plane or plane of shadows are more likely.
Religion: There are no particular religions they are more or less likely to follow.
Other Classes: Most classes don't have much opinion about them one way or another. Shadowcasters and Ethercasters however often treat them with disdain for diluting their abilities with the other kind of magic.
Adaptation: While this class works best in a world where the ethereal plane and plane of shadows only exist based on if it is day or night (one existing during one ad the other during the other), it can function in ones where that is not the case. In that case the player might be allowed to choose which they want to use at day and which at night upon entering the class and it can be fluffed that in order to properly control both magics together they have to link their casting to the time of day lest they be overwhelmed (or something similar). If you choose to do so, I suggest changing the names of the Power shift abilities and which makes night and day as well (a suggestion for the names would be Sun of Shadows and Midnight Mists). This class was otherwise specifically designed for the Sun Behind Night (http://www.giantitp.com/forums/showthread.php?p=7978557) setting
Hit Die: d6
Starting Gold: 3d4x10 (75gp)
Class Features
Class Skills: The twilight caster's class skills are Concentration (Con), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis)
Skill Points at First Level: (4 + Int mod) x 4
Skill Points at Each Additional Level: 4 + Int mod
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Dominant Casting|Secondary Casting
1st|
+0|
+0|
+2|
+2|Entwined casting, fundamentals manipulations, apprentice mysteries, leaking mist, simple mist forms|
1|
1
2nd|
+1|
+0|
+3|
+3|Dominant casting type|
2|
1
3rd|
+2|
+1|
+3|
+3||
2|
2
4th|
+3|
+1|
+4|
+4|Umbral sight 30ft, ether sight 30ft|
3|
3
5th|
+3|
+1|
+4|
+4||
4|
3
6th|
+4|
+2|
+5|
+5||
4|
4
7th|
+5|
+2|
+5|
+5|Power shift (first)|
5|
5
8th|
+6/+1|
+2|
+6|
+6|Innate mysteries, basic mist forms|
6|
5
9th|
+6/+1|
+3|
+6|
+6||
6|
6
10th|
+7/+2|
+3|
+7|
+7||
7|
7
11th|
+8/+3|
+3|
+7|
+7||
8|
7
12th|
+9/+4|
+4|
+8|
+8|Umbral sight 60ft, ether sight 60ft|
8|
8
13th|
+9/+4|
+4|
+8|
+8|Power shift (second)|
9|
9
14th|
+10/+5|
+4|
+9|
+9||
10|
9
15th|
+11/+6/+1|
+5|
+9|
+9||
10|
10
16th|
+12/+7/+2|
+5|
+10|
+10|Master mysteries, complex mist forms|
11|
11
17th|
+12/+7/+2|
+5|
+10|
+10||
12|
11
18th|
+13/+8/+3|
+6|
+11|
+11||
12|
12
19th|
+14/+9/+4|
+6|
+11|
+11||
13|
13
20th|
+15/+10/+5|
+6|
+12|
+12|Umbral sight 90ft, Ether sight 90ft|
14|
13[/table]
Weapon and Armor Proficiencies: You are proficient with all simple weapons. You are not proficient with any type of armor or shield. Armor interferes with your gestures which can cause your mysteries and mist forms to fail when they function as spells.
Entwined Casting (Ex): You learning of shadow magic and ethereal magic is so entwined that if any class would advance one it also advances the other as if you gained a level of this class.
Fundamental Manipulations (Su): The Twilight Caster is capable of using both Fundamentals of Shadow and Mist Manipulations, though to a lesser extent than shadowcasters and ethercasters respectively. At first level you gain 2 fundamentals or manipulations (you may choose two of one or one of each). In addition you gain a bonus fundamental or manipulation at levels 5, 10, 15, and 20. Like shadowcasters and ethercasters, you may give up learning a new mystery to gain another fundamental, or give up learning a new mist form to learn another manipulation.
Mysteries and Paths: See tome of magic. Differences are that you don't gain new mysteries every level. More on that at level 2. You still start with 1 mystery. You may only use mysteries during the day.
Leaking Mist (Su): As a twilight caster you have the ability make mist from the ethereal plane leak into the material plane. The amount you may cause to leak in each night is based on the number of mist forms you know (see table). This ability may be used at will as a move action. Ethereal mist ignores wind or spells that could normally scatter mist. You may draw the ethereal mist back to the ethereal plane in order to regain as much mist that you can leak. Creatures within the mist gain partial concealment. It always defaults to as circular a shape as it can make centered on you, but as a swift action you may make a concentration check (DC 10 + 1 per square that would be different) can be made to change the shape (must remain connected). You must maintain concentration each round, though only need to make the check again if you would be distracted or use a mist form. This may only be done if you are within the mist. A square of mist can reach up to 20' high normally. You may only cause mist to leak from the ethereal to material plane at night.
{table=head]Mist Forms|5x5 squares of mist
1|
5
2|
9
3|
13
4|
21
5|
29
6|
37
7|
45
8|
57
9|
69
10|
81
11|
97
12|
113
13|
129
14|
145[/table]
Mist Forms: As a twilight caster you may shape the ethereal mists to perform tasks. By using the energies within it you may use mist forms. A mist form may only be used while within the mists, and may only be used upon targets within the mist. When used, a mist form uses up a number of squares of the mist equal to its spell level. If it is instant, the mist is consumed after its use, if it has a duration, the mist is used upon its start. The consumed squares of mist are always on the parameter of the mists. Some mist forms may allow additional squares of mist to be used in order to increase its power or duration. You start with one mist form at level one, and gain an additional one at levels based on if you choose ethereal magic as your dominant or secondary casting type. To start out, mist forms count as spells and have stomatic components. Upon gaining level 4 mist forms, mist forms that are levels 1 through count as spell-like abilities instead. Upon gaining level 7 mist forms, level 1 through 3 mist forms count as supernatural abilities and level 4 through 6 mist forms count as spell-like abilities.
You may only learn a mist form of a given level if you know at least two mist forms of the previous level. The exceptions to this are level 1 mist forms, level 4 mist forms, and level 7 mist forms, of which you need only know 1 of the previous level (or in the case of level 1 mist forms none). All mist forms are a standard action.
Mist forms can only be used at night.
Dominant casting type (Ex): At second level, you choose shadow magic or ethereal magic as you dominant casting type. This choice effects when you gain mysteries and mist forms (see table for how many you have at any level). The one not chosen becomes your secondary casting type.
Umbral Sight (Su): At 4th level a twilight caster's link to the plane of shadows grants them dark vision out to 30 feet. This increases at levels 12 and 20. They may only use dark vision during the day.
Ether Sight (Su): At 4th level a twilight caster's link to the ethereal plane allows them to view it from the material plane. They may as a free action allow themselves to see the ethereal plane out to 30ft. This distance increases at levels 12 and 20. When using ether sight, a twilight caster is able to see the ethereal plane overlaid on the material plane. This allows them to recognize the terrain even if they would normally be unable to do so due to lighting or magic, or blocking objects. In addition, they can see creatures or objects on the ethereal plane. This allows them to target creatures on the ethereal plane normally with effects that can effect the ethereal plane (such as force effects).
Power Shift (Ex): At seventh level you gain one of the two power shift abilities of your choice. At thirteenth level you gain the second one. If one of the opposing type would be used within the area of the other, the one with the higher caster level has dominance. If both have the same caster level, they cancel each other out until one ends.
Night Shell (Su): By expending a level 3 mystery use or the equivalent (three level 1 mysteries, a level 1 and a level 2 mystery, etc.), you may create a shell of shadows above you that makes it seem to be night within a circular area with a radius equal to 5 feet times your class level. When cast it is centered on you, but does not move to follow you. All twilight casters within this area act as if it is night for the purpose of whether they can use shadow magic or ethereal magic. It lasts for 3 rounds. In addition, you may sacrifice additional mysteries when casting it to make it last an additional number of rounds equal to the number of mystery levels sacrificed to cast it after the first 3. Thus if you use a level 3 mystery and a level 2 mystery it will last 5 rounds, and if you use only a level 4 mystery it would last 4 rounds.
Sunlight Mist (Su): By consuming 4 squares of ethereal mist, you may create a floating orb of light directly above yourself. This orb does not follow you. The orb effects an area with a radius equal to 5 feet times your class level. All twilight casters within this area treat it as being day within this area for the purpose of whether they can use shadow magic or ethereal magic. This ability has a duration of 2 rounds. In addition upon casting, you may choose to consume an additional 2 squares of ethereal mist as many times as you like to make it last an additional round per two extra squares of ethereal mist consumed.
Owrtho
Also, I'd like to thank those who voted for the Twilight Caster in the contest giving it first place.
Ethereal Magic
There are many sources of magical power. Some find it through divine beings or sources of nature. Others through contracts with powerful entities. Some learn to manipulate primal forces. And others, they draw forth the energies of other planes. Most well know of the last group are of course the shadowcasters, yet there exists another group. They draw their power not from the plane of shadows, but from the ethereal plane. They pull forth the energies of that plane in the form of mists charged with its energy, and then unleash that energy upon their foe.
Ethercaster
"You may be strong, but now, your in my domain."
-Tolaris Terhen, an ethercaster.
Said to an opponent who had unwisely followed him into the mist.
There are those that are drawn to the ethereal plane. Among them some find that it contains power, if only one learns to harness it. They often become ethercasters. People who have learned to harness the powers of the ethereal plane and pull it into the material, they use it's energies to accomplish their purpose.
Abilities: Charisma is important being used for ethereal magic. Wisdom is used for mist forms to a lesser extent. Dexterity may be important for an ethercaster.
Role: The ethercaster can fill a role similar to a wizard or sorcerer. Supporting the party or using offensive magic.
Background: An ethercaster is someone who has chosen to study the art of manipulating energies from the ethereal plane.
Organization: There is little in the way of organizations for ethercasters, most being either self taught or having been aprinticed to a master. Some schools of magic have started taking up trying to teach the art though.
Alignment: There is no favored alignment among ethercasters.
Races: Any race can become an ethercaster, though those that have ties with planar travel or the ethereal plane are more likely.
Religion: There are no particular religions they are more or less likely to follow.
Other Classes: Most classes don't have much opinion about them one way or another. Shadowcasters may feel that an ethercaster has chosen the inferior plane to draw power from however (a feeling they are likely to return). Twilight casters often are of the opinion that they are limiting themselves by only studying a single plane and rarely get along due to the disdain shown them by most ethercasters for muddling their arts with shadow magic.
Adaptation: Any setting that has an ethereal plane may use ethercasters.
Hit Die: d6
Starting Gold: 3d4x10 (75gp)
Class Skills: The ethercaster's class skills are Concentration (Con), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), , Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex)
Skill Points at First Level: (4 + Int mod) x 4
Skill Points at Each Additional Level: 4 + Int mod
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Mist Forms|Mist
1st|
+0|
+0|
+2|
+2|Leaking mist, simple mist forms, Mist manipulations|
1|
5
2nd|
+1|
+0|
+3|
+3||
2|
9
3rd|
+2|
+1|
+3|
+3|Ether sight 30ft|
3|
13
4th|
+3|
+1|
+4|
+4|Bonus Manipulation|
4|
21
5th|
+3|
+1|
+4|
+4|Ethereal Substance (fall damage reduced)|
5|
29
6th|
+4|
+2|
+5|
+5||
6|
37
7th|
+5|
+2|
+5|
+5|basic mist forms|
7|
45
8th|
+6/+1|
+2|
+6|
+6|Bonus Manipulation|
8|
57
9th|
+6/+1|
+3|
+6|
+6||
9|
69
10th|
+7/+2|
+3|
+7|
+7|Ethereal Substance (25% criticals fail)|
10|
81
11th|
+8/+3|
+3|
+7|
+7|Ether sight 60ft|
11|
97
12th|
+9/+4|
+4|
+8|
+8|Bonus Manipulation|
12|
113
13th|
+9/+4|
+4|
+8|
+8|Complex mist forms|
13|
129
14th|
+10/+5|
+4|
+9|
+9||
14|
145
15th|
+11/+6/+1|
+5|
+9|
+9|Ethereal Substance (speed +10 feet)|
15|
165
16th|
+12/+7/+2|
+5|
+10|
+10|Bonus Manipulation|
16|
185
17th|
+12/+7/+2|
+5|
+10|
+10|Ether sight 90ft|
17|
205
18th|
+13/+8/+3|
+6|
+11|
+11||
18|
229
19th|
+14/+9/+4|
+6|
+11|
+11||
19|
253
20th|
+15/+10/+5|
+6|
+12|
+12|Bonus Manipulation, Ethereal Substance (25% miss chance)|
20|
293[/table]
Weapon and Armor Proficiencies: You are proficient with all simple weapons. You are not proficient with any type of armor or shield. Armor interferes with your gestures which can cause your mist forms to fail when they function as spells.
Mist Manipulations (Su): Mist manipulations are abilities that effect the mist without using any of it up. Manipulations may only be used 3 times per day. Ethercasters begin knowing 3 Mist manipulations. At 4th level and every 4 levels thereafter an ethercaster gains an additional manipulation. At 14th level manipulations may be used an unlimited number of times per day. When gaining a new level, an ethercaster may choose to learn a new mist manipulation rather than learning a mist form. You may 'relearn' a manipulation gaining another set of uses for it. The DC save of any mist manipulation is equal to 10 + charisma modifier.
Ethereal Substance (Ex): When you reach level 5, your bond to the Ethereal Plane causes your body to take on some of its substance. You become lighter and falls count as being 10 feet shorter for calculating damage. At 10th level critical hits and abilities that require the subject be susceptible to criticals have a 25% chance of failing against you. At 15th level your speed increases by 10 feet. At level 20 there is a 25% chance that attacks will miss you. This stacks with other miss chances such as those granted by concealment.
More to come.
Twilight Caster
"Day and night, like the sides of a coin. So similar, and yet, so different."
-Janus Darlight, a twilight caster
There are those that seek to master magic of either the plane of shadows or the ethereal plane. Then there are those that see them as being inherently tied and choose to master both. They are twilight casters. They're magic is tied to night and day, for during the day their ethereal magic is burned away by the sun, and at night the suns light is blocked and casts no shadows. For this reason they have pursued both types of magic that they be not helpless be it day or night.
Abilities: Charisma is among the most important abilities being key in both shadowmagic and ethereal magic. Intelligence is also important to mysteries, while Wisdom is used for mist forms.
Role: The Twilight caster can fill a role similar to a wizard or sorcerer. Supporting the party or using offensive magic.
Background: They choose to study the magic of the planes.
Organization: There are no particular organizations, as most twilight casters are either self taught or taught by a master.
Alignment: There is no favored alignment among twilight casters.
Races: Any race can become a twilight caster, though those that have ties with planar travel or the ethereal plane or plane of shadows are more likely.
Religion: There are no particular religions they are more or less likely to follow.
Other Classes: Most classes don't have much opinion about them one way or another. Shadowcasters and Ethercasters however often treat them with disdain for diluting their abilities with the other kind of magic.
Adaptation: While this class works best in a world where the ethereal plane and plane of shadows only exist based on if it is day or night (one existing during one ad the other during the other), it can function in ones where that is not the case. In that case the player might be allowed to choose which they want to use at day and which at night upon entering the class and it can be fluffed that in order to properly control both magics together they have to link their casting to the time of day lest they be overwhelmed (or something similar). If you choose to do so, I suggest changing the names of the Power shift abilities and which makes night and day as well (a suggestion for the names would be Sun of Shadows and Midnight Mists). This class was otherwise specifically designed for the Sun Behind Night (http://www.giantitp.com/forums/showthread.php?p=7978557) setting
Hit Die: d6
Starting Gold: 3d4x10 (75gp)
Class Features
Class Skills: The twilight caster's class skills are Concentration (Con), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis)
Skill Points at First Level: (4 + Int mod) x 4
Skill Points at Each Additional Level: 4 + Int mod
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Dominant Casting|Secondary Casting
1st|
+0|
+0|
+2|
+2|Entwined casting, fundamentals manipulations, apprentice mysteries, leaking mist, simple mist forms|
1|
1
2nd|
+1|
+0|
+3|
+3|Dominant casting type|
2|
1
3rd|
+2|
+1|
+3|
+3||
2|
2
4th|
+3|
+1|
+4|
+4|Umbral sight 30ft, ether sight 30ft|
3|
3
5th|
+3|
+1|
+4|
+4||
4|
3
6th|
+4|
+2|
+5|
+5||
4|
4
7th|
+5|
+2|
+5|
+5|Power shift (first)|
5|
5
8th|
+6/+1|
+2|
+6|
+6|Innate mysteries, basic mist forms|
6|
5
9th|
+6/+1|
+3|
+6|
+6||
6|
6
10th|
+7/+2|
+3|
+7|
+7||
7|
7
11th|
+8/+3|
+3|
+7|
+7||
8|
7
12th|
+9/+4|
+4|
+8|
+8|Umbral sight 60ft, ether sight 60ft|
8|
8
13th|
+9/+4|
+4|
+8|
+8|Power shift (second)|
9|
9
14th|
+10/+5|
+4|
+9|
+9||
10|
9
15th|
+11/+6/+1|
+5|
+9|
+9||
10|
10
16th|
+12/+7/+2|
+5|
+10|
+10|Master mysteries, complex mist forms|
11|
11
17th|
+12/+7/+2|
+5|
+10|
+10||
12|
11
18th|
+13/+8/+3|
+6|
+11|
+11||
12|
12
19th|
+14/+9/+4|
+6|
+11|
+11||
13|
13
20th|
+15/+10/+5|
+6|
+12|
+12|Umbral sight 90ft, Ether sight 90ft|
14|
13[/table]
Weapon and Armor Proficiencies: You are proficient with all simple weapons. You are not proficient with any type of armor or shield. Armor interferes with your gestures which can cause your mysteries and mist forms to fail when they function as spells.
Entwined Casting (Ex): You learning of shadow magic and ethereal magic is so entwined that if any class would advance one it also advances the other as if you gained a level of this class.
Fundamental Manipulations (Su): The Twilight Caster is capable of using both Fundamentals of Shadow and Mist Manipulations, though to a lesser extent than shadowcasters and ethercasters respectively. At first level you gain 2 fundamentals or manipulations (you may choose two of one or one of each). In addition you gain a bonus fundamental or manipulation at levels 5, 10, 15, and 20. Like shadowcasters and ethercasters, you may give up learning a new mystery to gain another fundamental, or give up learning a new mist form to learn another manipulation.
Mysteries and Paths: See tome of magic. Differences are that you don't gain new mysteries every level. More on that at level 2. You still start with 1 mystery. You may only use mysteries during the day.
Leaking Mist (Su): As a twilight caster you have the ability make mist from the ethereal plane leak into the material plane. The amount you may cause to leak in each night is based on the number of mist forms you know (see table). This ability may be used at will as a move action. Ethereal mist ignores wind or spells that could normally scatter mist. You may draw the ethereal mist back to the ethereal plane in order to regain as much mist that you can leak. Creatures within the mist gain partial concealment. It always defaults to as circular a shape as it can make centered on you, but as a swift action you may make a concentration check (DC 10 + 1 per square that would be different) can be made to change the shape (must remain connected). You must maintain concentration each round, though only need to make the check again if you would be distracted or use a mist form. This may only be done if you are within the mist. A square of mist can reach up to 20' high normally. You may only cause mist to leak from the ethereal to material plane at night.
{table=head]Mist Forms|5x5 squares of mist
1|
5
2|
9
3|
13
4|
21
5|
29
6|
37
7|
45
8|
57
9|
69
10|
81
11|
97
12|
113
13|
129
14|
145[/table]
Mist Forms: As a twilight caster you may shape the ethereal mists to perform tasks. By using the energies within it you may use mist forms. A mist form may only be used while within the mists, and may only be used upon targets within the mist. When used, a mist form uses up a number of squares of the mist equal to its spell level. If it is instant, the mist is consumed after its use, if it has a duration, the mist is used upon its start. The consumed squares of mist are always on the parameter of the mists. Some mist forms may allow additional squares of mist to be used in order to increase its power or duration. You start with one mist form at level one, and gain an additional one at levels based on if you choose ethereal magic as your dominant or secondary casting type. To start out, mist forms count as spells and have stomatic components. Upon gaining level 4 mist forms, mist forms that are levels 1 through count as spell-like abilities instead. Upon gaining level 7 mist forms, level 1 through 3 mist forms count as supernatural abilities and level 4 through 6 mist forms count as spell-like abilities.
You may only learn a mist form of a given level if you know at least two mist forms of the previous level. The exceptions to this are level 1 mist forms, level 4 mist forms, and level 7 mist forms, of which you need only know 1 of the previous level (or in the case of level 1 mist forms none). All mist forms are a standard action.
Mist forms can only be used at night.
Dominant casting type (Ex): At second level, you choose shadow magic or ethereal magic as you dominant casting type. This choice effects when you gain mysteries and mist forms (see table for how many you have at any level). The one not chosen becomes your secondary casting type.
Umbral Sight (Su): At 4th level a twilight caster's link to the plane of shadows grants them dark vision out to 30 feet. This increases at levels 12 and 20. They may only use dark vision during the day.
Ether Sight (Su): At 4th level a twilight caster's link to the ethereal plane allows them to view it from the material plane. They may as a free action allow themselves to see the ethereal plane out to 30ft. This distance increases at levels 12 and 20. When using ether sight, a twilight caster is able to see the ethereal plane overlaid on the material plane. This allows them to recognize the terrain even if they would normally be unable to do so due to lighting or magic, or blocking objects. In addition, they can see creatures or objects on the ethereal plane. This allows them to target creatures on the ethereal plane normally with effects that can effect the ethereal plane (such as force effects).
Power Shift (Ex): At seventh level you gain one of the two power shift abilities of your choice. At thirteenth level you gain the second one. If one of the opposing type would be used within the area of the other, the one with the higher caster level has dominance. If both have the same caster level, they cancel each other out until one ends.
Night Shell (Su): By expending a level 3 mystery use or the equivalent (three level 1 mysteries, a level 1 and a level 2 mystery, etc.), you may create a shell of shadows above you that makes it seem to be night within a circular area with a radius equal to 5 feet times your class level. When cast it is centered on you, but does not move to follow you. All twilight casters within this area act as if it is night for the purpose of whether they can use shadow magic or ethereal magic. It lasts for 3 rounds. In addition, you may sacrifice additional mysteries when casting it to make it last an additional number of rounds equal to the number of mystery levels sacrificed to cast it after the first 3. Thus if you use a level 3 mystery and a level 2 mystery it will last 5 rounds, and if you use only a level 4 mystery it would last 4 rounds.
Sunlight Mist (Su): By consuming 4 squares of ethereal mist, you may create a floating orb of light directly above yourself. This orb does not follow you. The orb effects an area with a radius equal to 5 feet times your class level. All twilight casters within this area treat it as being day within this area for the purpose of whether they can use shadow magic or ethereal magic. This ability has a duration of 2 rounds. In addition upon casting, you may choose to consume an additional 2 squares of ethereal mist as many times as you like to make it last an additional round per two extra squares of ethereal mist consumed.
Owrtho