Niezck
2010-08-14, 05:23 PM
This is an advancement on my attempt at rebuild the Shadow Sentinel (http://www.giantitp.com/forums/showthread.php?t=164102). The Shadow Sentinels are generally supported by arcane casters, so I figured I'd try my hand at making an arcane-based guard of Elirhondas. So here it is.
As with before, I'm really new at this, so my balance is probably very off (I get the feeling this is slightly overpowered but still) so PEACH. :smallredface:
http://www.ruinedkeep.net/tiki/img/wiki_up/Angry_Mage_by_picster.jpg
Shadow Theurge
HD: d4
Entry Requirements:
Race: Illumian
Feats: Improved Sigil (Krau)
Spells: Ability to cast at least one 3rd level arcane spell.
Special: Must pass magical examination from sentinel leaders.
Class Skills: (2+Int modifier per level) Concentration, Craft, Listen, Knowledge (Arcana), Knowledge (The Planes), Search, Spellcraft and Spot
Weapon and Armour Proficiencies: A Shadow Theurge gains no proficiencies.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting|Shadow Points
1st|
+0|
+0|
+0|
+2|Shadow Magic (Umbral Casting)|
-|
1
2nd|
+1|
+0|
+0|
+2|Elirhondas Elite|+1 level of existing arcane class|
3
3rd|
+1|
+1|
+1|
+3|Shadow Infusion (Umbral Skill)|+1 level of existing arcane class|
5
4th|
+2|
+1|
+1|
+4|Shadow Magic (Umbral Eschew)|+1 level of existing arcane class|
7
5th|
+2|
+1|
+1|
+4|Greater Sigil (Krau)|+1 level of existing arcane class|
9
6th|
+3|
+2|
+2|
+5|Shadow Infusion (Umbral Cloak)|+1 level of existing arcane class|
11
7th|
+3|
+2|
+2|
+5|Shadow Magic (Umbral Metamagic)|+1 level of existing arcane class|
13
8th|
+4|
+2|
+2|
+6|Power of Words|+1 level of existing arcane class|
15
9th|
+4|
+3|
+3|
+6|Shadow Infusion (Umbral Healing)|+1 level of existing arcane class|
17
10th|
+5|
+3|
+3|
+7|Shadow Magic (Umbral Spell), Spellguard of the Citadel|
-|
19[/table]
Class Features:
Spellcasting: At each level except 1st and 10th, a Shadow Theurge gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a Shadow Theurge, he must decide which class to add each level for the purposes of determining spells per day and spells known.
Shadow Points (Su): Upon entering this class, you gain a reservoir of shadow essence that you can draw upon to power your class features. This reserve increases in size as you advance in level. Additionally, you gain a bonus number of Shadow Points equal to your HD. It takes 8 hours of rest to restore your Shadow Points to their maximum.
Spending Shadow Points is a swift action.
Shadow Magic (Su): As you advance as a Shadow Theurge, you learn to infuse your spells with the shadowstuff empowering your body. From first level onward, you can spend a number of Shadow Points up to your class level to increase the potency of the next spell you cast. As you advance in level, more options are available to you, as shown below.
Umbral Casting: By activating this ability, your next spell is cast at +1 DC. You spend a number of Shadow Points equal to the spell level to use this ability. The spell still counts as its original level for all purposes, such as spell turning or globe of invulnerability.
Umbral Eschew: By spending three Shadow Points, you may cast the next spell without its verbal or somatic components. For example, a 5th level Shadow Theurge can spend 5 Shadow Points to cast a Fireball spell without its verbal or somatic components.
Umbral Metamagic: For every five Shadow Points spent, you may apply one level of metamagic to the next spell you cast. Metamagics applied in this way cannot have its level reduced through any means. For example, a 10th level Shadow Theurge may spend ten Shadow Points to apply a metamagic feat that has a +2 base adjustment, before any reducers.
Umbral Spell: By spending ten Shadow Points, your next spell is cast without expending itself from your prepared spells, or without expending a spell slot if you're a spontaneous caster. For example, a 10th level Shadow Theurge could spend 10 Shadow Points to spontaneously cast a Forcecage without expending a 7th level slot.
Elirhondas Elite: You are the elite of the great shadow metropolis. As such, Illumians revere you and the Gith fear you more than any other of your kin. You gain a +5 circumstance bonus on all Charisma-based checks involving another Illumian, additionally all Illumians start as friendly toward you.
You also gain Frightful Presence out to 30ft that only affects Githyanki and Githzerai. Any time you perform a dramatic action (usually charging, attacking or making an intimidate check) all Gith within 30ft must make a Will Save (DC 10 + 1/2 HD + Cha mod) or become frightened for 5d6 rounds. A successful save prevents the Gith from being affected for 24 hours.
Shadow Infusions (Su): As you improve your control over the shadowstuff chained to your soul, you can begin to infuse your very body with shadow power. From third level onward, you can spend a number of Shadow Points up to your class level to increase certain aspects of your physical body. Each ability lasts for a number of hour equal to the number of Shadow Points spent or until you activate another Shadow Infusion, whichever comes first. As you advance in level, more options are available to you, as shown below.
Umbral Skill: For each Shadow Point spent, you gain a +1 sacred or profane (your choice) bonus to a single skill check. For example, a 1st level Shadow Theurge may spend a single Shadow Point to grant himself a +1 sacred bonus to his Spellcraft checks for 1 hour.
Umbral Cloak: For each Shadow Point spent, you gain +5% concealment. For example, a 6th level Shadow Theurge may spend 6 Shadow Points to grant himself 30% concealment for 6 hours. The concealment granted by Umbral Cloak cannot be pierced by a True Seeing spell.
Umbral Healing: For each Shadow Point spent, you gain stacking Fast Healing 1. For example, a 9th level Shadow Theurge may spend 9 Shadow Points to grant himself Fast Healing 9 for 9 hours.
Greater Sigil (Krau): Your Krau sigil increases in potency due to your training. The number of spells you may select with your Improved Sigil (Krau) feat increases by two.
Power of Words: Your natural ability with words and symbols allows you to exercise simple control over the power of speech. Once per day, you may spend 10 Shadow Points to activate this ability as a swift action. Your next spell that uses a verbal component takes a full-round action to cast but is cast as an extraordinary ability.
Spellguard of the Citadel: Your life is dedicated to the protection of the metropolis of Elirhondas. As such, you become accustomed to the changing shadowstuff its composed of. The city itself begins to morph to your will to a very slight degree, recognising you as a protector of the Illumian sanctuary. Your type changes to Outsider (Native). You no longer need to eat or sleep (but may do so if you wish), although you still need to breathe. You gain darkvision out to 60ft. You become immune to ability damage and drain. You gain Blindsense out to 30ft. Additionally, so long as you're in the city of Elirhondas, you always knows your way around the city, your Shadow Points recover at a rate of 2 per hour at all times and you can use the spells Dimension Door and Improved Invisibility at-will with a caster level equal to your HD.
As with before, I'm really new at this, so my balance is probably very off (I get the feeling this is slightly overpowered but still) so PEACH. :smallredface:
http://www.ruinedkeep.net/tiki/img/wiki_up/Angry_Mage_by_picster.jpg
Shadow Theurge
HD: d4
Entry Requirements:
Race: Illumian
Feats: Improved Sigil (Krau)
Spells: Ability to cast at least one 3rd level arcane spell.
Special: Must pass magical examination from sentinel leaders.
Class Skills: (2+Int modifier per level) Concentration, Craft, Listen, Knowledge (Arcana), Knowledge (The Planes), Search, Spellcraft and Spot
Weapon and Armour Proficiencies: A Shadow Theurge gains no proficiencies.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting|Shadow Points
1st|
+0|
+0|
+0|
+2|Shadow Magic (Umbral Casting)|
-|
1
2nd|
+1|
+0|
+0|
+2|Elirhondas Elite|+1 level of existing arcane class|
3
3rd|
+1|
+1|
+1|
+3|Shadow Infusion (Umbral Skill)|+1 level of existing arcane class|
5
4th|
+2|
+1|
+1|
+4|Shadow Magic (Umbral Eschew)|+1 level of existing arcane class|
7
5th|
+2|
+1|
+1|
+4|Greater Sigil (Krau)|+1 level of existing arcane class|
9
6th|
+3|
+2|
+2|
+5|Shadow Infusion (Umbral Cloak)|+1 level of existing arcane class|
11
7th|
+3|
+2|
+2|
+5|Shadow Magic (Umbral Metamagic)|+1 level of existing arcane class|
13
8th|
+4|
+2|
+2|
+6|Power of Words|+1 level of existing arcane class|
15
9th|
+4|
+3|
+3|
+6|Shadow Infusion (Umbral Healing)|+1 level of existing arcane class|
17
10th|
+5|
+3|
+3|
+7|Shadow Magic (Umbral Spell), Spellguard of the Citadel|
-|
19[/table]
Class Features:
Spellcasting: At each level except 1st and 10th, a Shadow Theurge gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a Shadow Theurge, he must decide which class to add each level for the purposes of determining spells per day and spells known.
Shadow Points (Su): Upon entering this class, you gain a reservoir of shadow essence that you can draw upon to power your class features. This reserve increases in size as you advance in level. Additionally, you gain a bonus number of Shadow Points equal to your HD. It takes 8 hours of rest to restore your Shadow Points to their maximum.
Spending Shadow Points is a swift action.
Shadow Magic (Su): As you advance as a Shadow Theurge, you learn to infuse your spells with the shadowstuff empowering your body. From first level onward, you can spend a number of Shadow Points up to your class level to increase the potency of the next spell you cast. As you advance in level, more options are available to you, as shown below.
Umbral Casting: By activating this ability, your next spell is cast at +1 DC. You spend a number of Shadow Points equal to the spell level to use this ability. The spell still counts as its original level for all purposes, such as spell turning or globe of invulnerability.
Umbral Eschew: By spending three Shadow Points, you may cast the next spell without its verbal or somatic components. For example, a 5th level Shadow Theurge can spend 5 Shadow Points to cast a Fireball spell without its verbal or somatic components.
Umbral Metamagic: For every five Shadow Points spent, you may apply one level of metamagic to the next spell you cast. Metamagics applied in this way cannot have its level reduced through any means. For example, a 10th level Shadow Theurge may spend ten Shadow Points to apply a metamagic feat that has a +2 base adjustment, before any reducers.
Umbral Spell: By spending ten Shadow Points, your next spell is cast without expending itself from your prepared spells, or without expending a spell slot if you're a spontaneous caster. For example, a 10th level Shadow Theurge could spend 10 Shadow Points to spontaneously cast a Forcecage without expending a 7th level slot.
Elirhondas Elite: You are the elite of the great shadow metropolis. As such, Illumians revere you and the Gith fear you more than any other of your kin. You gain a +5 circumstance bonus on all Charisma-based checks involving another Illumian, additionally all Illumians start as friendly toward you.
You also gain Frightful Presence out to 30ft that only affects Githyanki and Githzerai. Any time you perform a dramatic action (usually charging, attacking or making an intimidate check) all Gith within 30ft must make a Will Save (DC 10 + 1/2 HD + Cha mod) or become frightened for 5d6 rounds. A successful save prevents the Gith from being affected for 24 hours.
Shadow Infusions (Su): As you improve your control over the shadowstuff chained to your soul, you can begin to infuse your very body with shadow power. From third level onward, you can spend a number of Shadow Points up to your class level to increase certain aspects of your physical body. Each ability lasts for a number of hour equal to the number of Shadow Points spent or until you activate another Shadow Infusion, whichever comes first. As you advance in level, more options are available to you, as shown below.
Umbral Skill: For each Shadow Point spent, you gain a +1 sacred or profane (your choice) bonus to a single skill check. For example, a 1st level Shadow Theurge may spend a single Shadow Point to grant himself a +1 sacred bonus to his Spellcraft checks for 1 hour.
Umbral Cloak: For each Shadow Point spent, you gain +5% concealment. For example, a 6th level Shadow Theurge may spend 6 Shadow Points to grant himself 30% concealment for 6 hours. The concealment granted by Umbral Cloak cannot be pierced by a True Seeing spell.
Umbral Healing: For each Shadow Point spent, you gain stacking Fast Healing 1. For example, a 9th level Shadow Theurge may spend 9 Shadow Points to grant himself Fast Healing 9 for 9 hours.
Greater Sigil (Krau): Your Krau sigil increases in potency due to your training. The number of spells you may select with your Improved Sigil (Krau) feat increases by two.
Power of Words: Your natural ability with words and symbols allows you to exercise simple control over the power of speech. Once per day, you may spend 10 Shadow Points to activate this ability as a swift action. Your next spell that uses a verbal component takes a full-round action to cast but is cast as an extraordinary ability.
Spellguard of the Citadel: Your life is dedicated to the protection of the metropolis of Elirhondas. As such, you become accustomed to the changing shadowstuff its composed of. The city itself begins to morph to your will to a very slight degree, recognising you as a protector of the Illumian sanctuary. Your type changes to Outsider (Native). You no longer need to eat or sleep (but may do so if you wish), although you still need to breathe. You gain darkvision out to 60ft. You become immune to ability damage and drain. You gain Blindsense out to 30ft. Additionally, so long as you're in the city of Elirhondas, you always knows your way around the city, your Shadow Points recover at a rate of 2 per hour at all times and you can use the spells Dimension Door and Improved Invisibility at-will with a caster level equal to your HD.