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View Full Version : Shadowcaster/Rogue Multiclass Feats



Maerok
2010-08-26, 04:08 AM
Prerequisites might be a bit off and some of these might do well wrapped up into a prestige class.


Veiled Outlaw[General]
Two kindred gifts reinforce one another under the sightless gaze of the Plane of Shadow.
Prerequisites: Sneak attack +1d6, able to cast first level mysteries
Benefit: Shadowcaster levels stack with rogue levels to determine rogue levels for overcoming improved uncanny dodge and to determine if a mystery is cast as a spell, spell-like, or supernatural ability. Levels in the shadowcaster class grant an additional two skill points per level and you may choose to gain a new mystery up to the highest level you can cast in place of gaining a rogue special ability.

Ebon Scourge [General]
You channel the reaches of the shadow planes to ensure that your spells destroy the unwary.
Prerequisites: Able to cast level 2 mysteries
Benefit: You may expend a mystery of any level as an immediate action to gain the sneak attack ability. You deal 1d6 sneak attack damage per level of the mystery for a number of rounds equal to your Charisma (minimum 1). This can only be applied to melee and ranged attacks of the mysteries you cast. Multiple uses do not stack but it stacks with existing sneak attack sources (cannot exceed the sneak attack ability of a rogue of equal level).
Special: You may use this feat to in place of sneak attack as the prerequisite for any feat requiring sneak attack as long as you can cast spells of a level equal to or greater than the number of dice required.

Cover of Night [Reserve]
Innate shadows obscure your approach.
Prerequisites: Able to cast mysteries or a spell with the [dark] descriptor
Benefit: You gain a bonus to Hide, Move Silently, and Listen checks equal to highest spell or mystery that qualifies for this feat. You gain a +1 bonus to caster level and DC on spells or mysteries cast against opponents denied their Dexterity bonus.

Smiling Void
Your unexpected attacks carry even greater surprises in their wake.
Prerequisites: Quicken Mystery, sneak attack +2d6
Benefit: If you hit with a melee sneak attack, you may choose to forgo up to three dice of extra damage. You may then cast a mystery of a level equal to one minus the number of dice spent (0 = fundamental) with a casting time of one standard action or less as a swift action.

Umbral Fang [General]
Your adeptness in striking quickly and without being seen is augmented by shadow itself.
Prerequisites: Sneak Attack +3d6
Benefit: If you hit with a melee sneak attack, you may choose to forgo up to five dice of extra damage. For each die you negate you gain 10% concealment for a number of rounds equal to the number of dice spent. Concealment does not stack outside of this feat or between multiple uses.

Darkest Dagger [General]
Few can evade your fatal strikes and even the cover of darkness will deny them safety.
Prerequisites: Umbral Fang, Sneak Attack +5d6
Benefit: Your concealment from Umbral Fang increases to 20% per die. In addition, any sneak attack you perform as part of a standard action ignores any concealment below 100%.

Macabre Mirror [Tactic]
Beings that defy the range of your normal abilities are twisted and inverted in your grasp.
Prerequisites: Able to cast 2nd level mysteries, sneak attack +3d6
Benefit: The tactical feat offers several options:
Shadow Anatomy - If you damage a creature with a mystery you've cast on two successive rounds then the creature loses any immunity to sneak attack damage you deal for one round afterward. Any percent chance to ignore sneak attack damage is also halved for that duration.
Shadow Mind - If you deal sneak attack damage to a creature on two successive rounds then the creature loses any immunity to mind-affecting mysteries for one round afterward.
Lucidity Cascade - If you deal sneak attack damage on one round and then deal damage with a mystery on the next (or vice versa) to a single target then the target must succeed on a DC 8 + sneak attack dice dealt + mystery level Will save or become staggered for one round.

Bleak Luck [General]
Dark enhancements to your blows make them more likely to strike deep.
Prerequisite: Able to cast level two mysteries, sneak attack +1d6
Benefit: At the beginning of your turn you may expend a mystery. Whenever you deal sneak attack damage in that round each die is set to a minimum of the mystery level spent (to a maximum of four).