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Xuldarinar
2013-05-09, 01:37 AM
THE SHADOW ARTIFICER

---While shadowcasters understand the true, primal power of darkness, there are others that take a far more technical approach. These individuals have come to be known as shadow artificers. True to their name, they approach shadow magic in a similar fashion to how standard artificers approach other forms of magic and psionic artificers approach psionics.
---Races: Like with shadowcasters, the majority of shadow artificers are humans or half-elves. Dwarves tend to see shadow magic as inherently evil, but there are always those who delight in the forge enough to overlook its use. Elves do not consider them evil, but being seen as unnatural in both the magics they use and the methods through which they use them, elves are not common among shadow artificers. Gnomes occasionally enter the class, though hardly as frequently as they become standard artificers. Members of other races are uncommon as shadow artificers but certainly do exist.
---Alignment: While there are shadow artificers of every alignment, due to the nature of the magics they work with and the way they use them there are tendencies towards law and towards evil among shadow artificers.
---Religion: Religion is a topic seldom discussed among shadow artificers. Deities associated with creation, crafting, magic, and darkness are all known to have shadow artificer followers but there is no deity typically followed by them.
---Background: Shadow Artificers tend to learn their craft through long years of hard study. Some started along paths to become shadowcasters or artificers before learning of the mix, where as others have only ever known the study of technical shadow magics. Some are naturals at the discipline, but most shadow artificers are made and not born.
Starting Gold: 5d4 x 10 (125 gp).
Starting Age: As wizard.

GAME RULE INFORMATION
---Abilities: Charisma is the most important ability for any type of artificer, because several of their infusions rely on their ability to make Use Magic Device checks. It is also important as it determines the effectiveness of their infusions. Intelligence plays a role, only in that one must be smart enough to use their infusions but serves little other purpose. A high dexterity improves the shadow artificer's defensive ability.
---Special: As with the Psionic artificer, this class is treated as a standard artificer for the purposes of meeting feat or prestige class prerequisites. A character cannot have levels in both Shadow artificer and artificer or psionic artificer.
---Alignment: Any.
---Hit Die: d6.

CLASS SKILLS
The shadow artificer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Hide (Dex), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), and Use Magic Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Table 1-1: The Shadow Artificer
{table=head] Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Craft Reserve|1st|2nd|3rd|4th|5th|6th
1st|+0|+0|+0|+2|Artificer knowledge, artisan bonus, disable trap, item creation, Scribe Scroll, Shadow Craft|20|2|-|-|-|-|-
2nd|+1|+0|+0|+3|Brew Potion, Know Shadows|40|3|-|-|-|-|-
3rd|+2|+1|+1|+3|Craft Wondrous Item|60|3|1|-|-|-|-
4th|+3|+1|+1|+4|Darkness Emulation, bonus feat|80|3|2|-|-|-
5th|+3|+1|+1|+4|Craft Magic Arms and Armor, retain essence|100|3|3|1|-|-|-
6th|+4|+2|+2|+5|Metashadow spell trigger|150|3|3|2|-|-|-
7th|+5|+2|+2|+5|Craft Wand|200|3|3|2|-|-|-
8th|+6/+1|+2|+2|+6|Bonus feat|250|3|3|3|1|-|-
9th|+6/+1|+3|+3|+6|Craft Rod|300|3|3|3|2|-|-
10th|+7/+2|+3|+3|+7|-|400|3|3|3|2|-|-
11th|+8/+3|+3|+3|+7|Metashadow spell completion|500|3|3|3|2|1|-
12th|+9/+4|+4|+4|+8|Craft Staff, bonus feat|700|3|3|3|2|2|-
13th|+9/+4|+4|+4|+8|Skill mastery|900|3|3|3|3|2|-
14th|+10/+5|+4|+4|+9|Forge Ring|1,200|4|3|3|3|3|1
15th|+11/+6/+1|+5|+5|+9|-|1,500|4|4|3|3|3|2
16th|+12/+7/+2|+5|+5|+10|Bonus feat|2,000|4|4|4|3|3|2
17th|+12/+7/+2|+5|+5|+10|-|2,500|4|4|4|4|3|3
18th|+13/+8/+3|+6|+6|+11|-|3,000|4|4|4|4|4|3
19th|+14/+9/+4|+6|+6|+11|-|4,000|4|4|4|4|4|4
20th|+15/+10/+5|+6|+6|+12|Bonus feat|5,000|4|4|4|4|4|4 [/table]

CLASS FEATURES
All of the following are class features of the shadow artificer.
---Weapon and Armor Proficiency: Shadow Artificers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).
---Infusions of Shadow: An artificer of shadow is not a mystery user, but he does have the ability to imbue items with magical infusions. Infusions are drawn from the artificer infusion list. They function like spells and follow all the rules for spells. Fore example, an infusion can be dispeld, it will not function in an antimagic area, and a shadow artificer must make a Concentration check if injured while imbuing an item with an infusion.
---A shadow artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not elect a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level he can use.
---It is possible for a shadow artifice to learn infusions that are not on the normal artificer infusion list. These might include ancient infusions or secret infusions known only by members of certain guilds or organizations. When he encounters such an infusion, a shadow artificer can attempt to learn it by making a Spellcraft check (DC 20 + spell level). If this check succeeds, he adds the infusion to his list. If not, he can try again when he gains another rank in Spellcraft, assuming he still has access to the new infusion.
---To imbue an item with an infusion, a shadow artificer must have an intelligence score equal to at least 10 + the infusion level (Int 11 for 1st-level infusions, Int 12 for 2nd-level infusions, and so forth). Infusions never allow saving throws.
---Like spellcasters, an artificer can use only a certain number of infusions of a particular level per day. His base daily infusion allotment is given in the accompanying table. In addition, he receives extra infusions per day if he has a sufficiently high Charisma score.
---A shadow artificer's infusions can only be imbued into an item or construct (including war forged). He cannot, for example, simply imbue an ally with bull's strength. He must instead imbue that ability into an item his ally is wearing. the item then functions as a belt of giant strength for the duration of the infusion. He can, however, imbue bull's strength directly on a construct or a character with the living construct subtype, and infusions such as repare light damage and iron construct function only when imbued on such characters.
---Many infusions have long casting types. often 1 mine or more. A shadow artificer can spend 1 action point to imbue any infusion in 1 round (like a spell takes 1 round to cast).
---Like a mystery-user, a shadow artificer can apply item creation feats and metashadow feats to his infusions. As such, this can be applied spontaneously. A shadow artificer can craft alchemical items as though he were a spellcaster.
---A shadow artificer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list. For example, a shadow artificer must still employ the Use Magic Device skill to use a wand of light even though light appears on his infusion list.
---Each day, a artificer of shadow must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the artificer readies his mind to hold his daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions used within the last 8 hours count against the artificer's daily limit.
---Like a mystery-user, a shadow artificer's shadow's gestures do not match their own when they use infusions. When using an infusion, an observer can make a DC 15 Spot check to note your shadow is making different gestures from the ones you make when you use an infusion.
---Craft Reserve: A shadow artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the shadow artificer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. A shadow artificer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.
---Artificer Knowledge: A shadow artificer can make a special artificer knowledge check with a bonus equal to his shadow artificer level + his Int modifier to detect weather a specific item has a magical aura.
---The shadow artificer must hold and examine the object for 1 mine. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item.
---A shadow artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time. If the check fails, the shadow artificer can learn no more about that object.
---Artisan Bonus: A shadow artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. Fore example, a shadow artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.
---Disable Trap: A shadow artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap.
---A shadow artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap.
---A shadow artificer who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
---Shadow Item Creation (Ex): A shadow artificer can create a shadow magic item even if he does not have access to the mysteries that are prerequisites for the item. The shadow artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each mystery normally required to create the item. Thus, to make a 1st-level wand of Life fades, a shadow artificer would need a Use Magic Device check result of 21 or higher. To create a Dark Lantern (caster level 9th), he would need a check result of 29 or higher to emulate the Dusk and Dawn prerequisite.
---The shadow artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete. If he comes to the end of the crafting time and still not successfully emulated one of the mysteries, he can make one finial check-his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.
---For purposes of meeting time prerequisites, a shadow artificer's effective caster level equals his shadow artificer level +2. If the item duplicates a mystery effect, however, it uses the shadow artificer's actual level as its caster level. Costs are always determined using the item's minim caster level or the shadow artificer's actual level (if it is higher). Thus, a 3-rd level shadow artificer can make a scroll of Umbral touch, since the minimum caster level for Umbral touch is 5th. He pays the normal cost for making such a scroll with a caster level of 5th; 5 x 3 x 12.5 = 157 gp and 5sp, plus 15 XP. But the scroll's actual caster level is only 3rd, and produces an umbral touch that deals 5d6 points of damage, but only lasts for 3 minutes or for 3 successful strikes.
---A shadow artificer's infusions do not meet mystery prerequisites for creating magic items.
---Bonus Feat: A shadow artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spell casters. He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level.
---In addition, a shadow artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the shadow artificer must choose a metashadow feat or a feat from the following list: Attune Magic Weapon, Craft Construct, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Wand Mastery. In place of a bonus feat they may acquire one of the following class features; Umbral Sight (darkvision 30ft), Sustaining Shadows (eat 1 meal/week). You may select them more than once to advance them as the shadowcaster class features.
---Shadow Craft (Su): A shadow artificer can create small items, such as tools or weapons, from shadow. They need merely place their hands into any shadow and draw forth the desired item. They can create nearly any weapon, simple tool, or small item.
A shadow artificer can create one item weighing a number of pounds up to their class level, or tow items whose combined weight does not exceed that limit. Using shadow craft is a standard action. If the item leaves your possession, it fades away in 1d4 rounds. Otherwise, it lasts for 1 hour per class level. Shadow craft is usable a number of times per day equal to one-half your class level. Items created by shadow craft cannot be employed as material components or foci in spellcasting. Items containing flexible or movable parts can be created using shadow craft, but their weight limit is up to half of your normal limit, one-half of a pound per class level. If you want to create an item that mimics a specific item you have seen, you must succeed on a DC 20 Craft check of the appropriate sort.
---Know Shadows (Ex): From 2nd level onward, whenever a shadow artificer comes in contact with an item, they immediately recognize if it shadow magic was used in it's creation. This reveals nothing else about the item.
---Darkness Emulation (Ex): At 4th level, a shadow artificer gains the ability to emulate any spell for the purposes of crafting, as long as it possesses the Darkness or Shadow descriptor.
---Retain Essence (Su): At 5th level, a shadow artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The shadow artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the shadow artificer adds the XP it took to create the item to his craft reserve. These points are lost if the shadow artificer does not use them before gaining his next level.
---Metashadow Spell Trigger (Su): At 6th level, a shadow artificer gains the ability to apply a metashadow feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using.
---Metashadow Spell Completion (Su): At 11th level, a shadow artificer gains the ability to apply a metashadow feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 x the level of the mystery). A shadow artificer can use this ability a number of times per day equal to 3 + his Int modifier.
---Skill Mastery: At 13th level, a shadow artificer can take 10 when using a Spellcraft or Use Magic Device check, even if stress or distractions would normally prevent him from doing so. This ability circumvents the normal rule tat a player may not take 10 on a Use magic Device check.

HALF-ELF SHADOW ARTIFICER STARTING PACKAGE
-Armor: Studded leather (+3 AC, speed 30ft., 20lb)
-Weapons Morningstar (1d8, crit x2, 3lb., bludgeoning and piercing).
---Light crossbow (1d8, crit 19-20/x2, range inc, 10 ft., 4lb., piercing).
---Dagger(1d4, crit 19-20/x2, range inc. 10 ft., 1lb., piercing).
-Skill Selection: Pick a number of skills equal to 4 + Int modifier.
{table=head] Skill|Ranks|Ability|Armor Check Penalty
Concentration|4|Con|-
Disable Device|4|Int|-
Hide|4|Dex|-1
Open Lock|4|Dex|-
Search|4|Int|-
Spellcraft|4|Int|-
Spot|2|Wis|-
Use Magic Device|4|Cha|-[/table]
---Feat: Magical Aptitude
---Bonus Feat: Scribe Scroll
---Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, and flint and steel. Scroll of , Scroll of . Case containing 10 crossbow bolts.
---Gold: 1d4 gp.

SHADOW ARTIFICERS IN THE WORLD
---A shadow artificer is perhaps one of the stranger magic users the PCs might run across. Their abilities are based upon the strange and dark, but shaped and wielded as a technology. Often they are mistaken for standard artificers and few are quick to correct this. As villains, shadow artificers should pose a significant threat, crafting elaborate and deadly traps along with wielding powerful magical items. As PC's they allow players to approach a different kind of magic, creating items that might be otherwise be unknown to the group and all they encounter. Perhaps most important for DMs, the shadow artificer can server as a walking plot hook; from the reactions those who do not understand them, to their connection and study of the mysterious Plane of Shadow, a single shadow artificer's presence can lead into an entire series of adventures.

DAILY LIFE
---When not adventuring, shadow artificers spend the vast majority of their time studying and building. No less than wizards, shadow artificers often constantly research discoveries regarding their powers and the things they can create. Seldom is a shadow artificer not preoccupied with some sort of project, practicing their skills and trying new things. Thats not to say they have no lives outside of their discipline, its just the majority of them have little time to devote to other endeavors.

NPC REACTIONS
---Few people understand shadow artificers. Those that have encountered or heard of artificers prior to encountering a shadow artificer may simply see them as a different breed of one, which is for the most part true. Those that have encountered mystery-users first, however, are likely to fear or even hate them. The common association of darkness with evil is a difficult misconception to overcome. Those unfamiliar with either are more likely to take the latter interpretation than the former, often discovering the person's nature upon witnessing their shadow's unnatural movements when the shadow artificer uses an infusion or witnessing them using an item of their creation. Spellcasters can also be unfriendly, pending upon the individual and the magics they wield. Artificers and Shadowcasters both tend to be friendly towards shadow artificers, but always a bit skeptical due to the magics and differing approaches respectively. Clerics of gods of darkness, shadow, and sometimes even of the forge can be quit friendly towards shadow artificers. Good-hearted shadow artificers often overcome these reactions, given time and opportunity. Clerics of gods of light can be particularly hostile to shadow artificers, remaining at best rivals when proven to be allies. Hostility or hospitality faced towards a shadow artificer is often, though not universally, returned in kind.

ORGANIZATIONS
---Shadow artificers are known to, given the opportunity, seek membership with organizations associated with artificers or with mystery-users. Among the most common group to accept their membership is the Tenebrous Cabal, due to their unorthodox use of shadow magic. Shadow Artificers who've join the Tenebrous Cabal have come to be known as Forge Cabalists.

SHADOW ARTIFICER LORE
---Characters with ranks in Knowledge (arcana), Knowledge (architecture and engineering) or Knowledge (the planes) can research shadow artificers to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.
-DC 15: Shadow artificers are individuals who use create magical items using shadowstuff.
-DC 20: Shadow artificers draw their power from the Plane of Shadow, shaping it into items both familiar and alien to other practitioners. They believe that shadow, as both the reflection of the material world and the substance between worlds, is the only eternal force in existence.
-A DC 20 Gather Information check in a very high-magic community community will reveal the existence of Shadow artificers.
-A bard knowledge check can reveal the same information as these skill checks, but in each caste the DC is 5 higher than the given value.


SHADOW ARTIFICERS AND PRESTIGE CLASSES
---Levels in Shadow Artificer qualify a character for prestige classes with the following entry requirements.

A caster level requirement, if no type (arcane or divine) is specified.
Ability to cast spells of a specific level, if no type (arcane or divine) is specified.
Ability to cast infusions of a specific level.
Ability to cast mysteries of X level, but not any requiring a specific mystery.


---They however may not qualify for prestige classes that specify arcane or divine magic, or require a specific spell or mystery.
---When advancing in a prestige class, they may only benefit from a prestige class that grants "+1 level of existing spell casting class" or "+1 level of existing mystery-using class". This advancement functions the same way as it would with any other type of artificer.


SHADOWCRAFT ARTIFICER
---Shadow artificers, a relative rarity in of themselves, there are those that rely on a more intimate connection to shadow. To create a shadowcraft artificer, make the following change.

Hit Die: d8
Saves: Shadow artificers of this variant have good Fortitude and Will save progressions, and a poor Reflex save progression.
Shadow Item Creation: Functions as normal, but pertains to shadowcraft feats instead of item creation feats.
Bonus Feat: A shadow artificer gains every shadowcraft feat as a bonus feat at or near the level at which it becomes available to shadowcasters. He gets Shadowcrafter as a bonus feat at 1st level, Shadowscript at 2nd level, Osseus Rune at 3rd level, Shadow Draught at 5th level, Umbral Essence at 7th level, Dark Eidolon at 9th level, Contingent Mystery at 12th level, and Ebon Bargain at 14th level.
---In addition, a shadow artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the shadow artificer must choose a metashadow feat, a shadow essence feat, Efficient Shadowcrafting, or Unravel Shadowcraft. In place of a bonus feat they may acquire one of the following class features; Umbral Sight (darkvision 30ft), Sustaining Shadows (eat 1 meal/week). You may select them more than once to advance them as the shadowcaster class features.
Darkness Emulation: Shadow artificers of this variant do not acquire this class feature.

For more information on Shadowcraft feats, shadow essence feats, and more content available in the Descent of Shadows homebrew, follow this link (http://www.giantitp.com/forums/showthread.php?t=74519).

PSIONIC SHADOW ARTIFICER
---There are those that choose to draw darkness from or through people's minds rather than directly from the plane of shadow. As such, there are too those who take a very technical approach to this. To create a psionic shadow artificer, make the following changes:

Skills: Replace Knowledge (arcana), Spellcraft, and Use Magic Device with Knowledge (psionics), Psicraft, and Use Psionic Device.
Artisan Bonus: benefits Use Psionic Device instead of Use Magic Device
Infusions: Replace references to spells to references to powers
Item Creation: You can still only emulate mysteries, however these are converted to powers and are used to make psionic items in place of a magic item. For mystery to power conversions, follow this (http://www.giantitp.com/forums/showthread.php?t=277925) link.
Feats: Make the same replacements in terms of bonus feats as you would making a regular psionic artificer.
Darkness Emulation: You can emulate powers with the darkness or shadow descriptor instead of spells with said descriptors.
Skill Mastery: Replace spellcraft and use magic device with psycraft and use psionic device


---For information on a psionic variant of the shadowcaster, follow this link (http://www.giantitp.com/forums/showthread.php?t=277925).
---For more information regarding shadow magic associated with the mind, sub-psionics, follow this link (http://www.giantitp.com/forums/showthread.php?t=299103]Expanded%20SubPsionics[/URL]).

Xuldarinar
2013-05-09, 02:14 AM
UNIQUE SHADOW ARTIFICER INFUSIONS

These are in addition to the list of infusions artificers have access to. You may have any number of them automatically known.

1st level
Shade Hood: Subject takes penalty on attack rolls and Dexterity-based checks
2nd level
Darkness: 20-ft. radius of supernatural shadow surrounds item.
Eclipse: Hide even when observed
3rd level
Failing Life: Subject takes 1d4 non-lethal damage per round.
4th level
Body of Darkness: Subject gains the Dark Creature template
6th level
Body of Shadows: Subject gains the Shadow Creature template



Infusion Descriptions


Body of Darkness
Transmutation
Level: Shadow Artificer 4
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Armor or shield touched
Duration: 5 minutes/level
Saving Throw: None (object)
Spell Resistance: No (object)

This infusion bestows the Dark Creature Template upon the wearer of the target armor or shield.

Body of Shadows
Transmutation
Level: Shadow Artificer 6
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Armor or shield touched
Duration: 5 minutes/level
Saving Throw: None (object)
Spell Resistance: No (object)

This infusion bestows the Shadow Creature Template upon the wearer of the target armor or shield.

Darkness
Illusion
Level: Shadow Artificer 2
Components: V, M
Casting Time:
Range: Touch
Target: Armor or shield touched
Duration: 10 min./level (D)
Saving Throw: None (object)
Spell Resistance: No (object)

This infusion causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance to an area shrouded in magical darkness. Normal lights are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.
This infusion's radius is always centered around the target armor/shield and anyone wearing the armor/shield can see through the darkness.
Darkness counters or dispel any light spell of equal or lower spell level.
Material component: A bit of bat fur and either a drop of pitch or a piece of coal.

Eclipse
Illusion
Level: Shadow Artificer 2
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Armor or shield touched
Duration: 1 round/level
Saving Throw: No (object)
Spell Resistance: No (object)

This infusion grants a +5 circumstance bonus, to the wearer of the target armor or shield; on Hide checks, Slight of Hand checks, and any other checks that involve concealing the subject's actions or gestures.

Failing Life
Evocation
Level: Shadow Artificer 3
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Held or worn item touched
Duration: 1 round/level
Saving Throw: Fort partial; see text.
Spell Resistance: Yes

This infusion causes the the target to begin draining life from the closest living thing to it, dealing 1d4 non-lethal damage per round for it's duration. On a successful fortitude save, the damage for that round is negated. Removing the item also negates the damage so long as it is not retrieved until the effect ends. This effect only works on a creature that is holding, wearing or otherwise is in contact with the item.

Shade Hood
Evocation
Level: Shadow Artificer 1
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Held or worn item touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No

This infusion causes swirling tendrils and bursts of mystic shadow come from the touched object. The subject wearing or holding the effected object takes a penalty on attack rolls and Dexterity-based checks equal to half of the shadow artificer's effective caster level, with a minimum of 1.

Xuldarinar
2013-06-14, 10:36 PM
SHADOW MAGIC ITEMS

WEAPON ENCHANTMENTS

Shadow Storing: A shadow storing weapon allows a mystery to store a single targeted mystery of up to 3rd-level in the weapon. Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately use the mystery on that creature as a free action if the wielder desires. Once the mystery has been used from the weapon, a mystery-user can cast any other targeted mystery of up to 3rd-level into it. The weapon magically imparts to the wielder the name of the mystery currently stored within it. A randomly rolled shadow storing weapon has a 50% chance to have a mystery stored in it already.
Strong evocation (plus aura of stored mystery); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.

Xuldarinar
2013-11-04, 07:15 AM
Digging around, I found this old project of mine. I would like some sort of feedback on it. Obviously, as with all homebrew of mine, additions to what I've made are certainly welcome as well as what normally comes with the [PEACH] label.

JoshuaZ
2013-11-04, 09:06 AM
Well, it looks like a reasonable port over of artificer over to shadow magic. Balance wise it looks fine. I suspect that it is slightly weaker than the standard artificer, which is fine, since artificer is T1 anyways. This is likely still T1.

Xuldarinar
2013-11-04, 11:29 AM
Well, it looks like a reasonable port over of artificer over to shadow magic. Balance wise it looks fine. I suspect that it is slightly weaker than the standard artificer, which is fine, since artificer is T1 anyways. This is likely still T1.

Well, a reasonable port was the aim of this so Im glad I acquired that at least.
I can see that it would be weaker than the standard artificer, as it's focus is mysteries and not spells, which there are far fewer of. I would certainly agree that this is a lower T1, though I could even see arguments at putting this, at worst, at high T2.

The question that follows however, is what can I do to improve upon it or is it really fine as is? What more can be done for it?

JoshuaZ
2013-11-04, 02:11 PM
The question that follows however, is what can I do to improve upon it or is it really fine as is? What more can be done for it?

Well, one thing that would be nice and would fit the fluff would be if it were possible to temporarily craft mundane items out of shadow. That would give them slight advantages (need a rope? make a rope out of shadow. Need a dagger? Make a dagger out of shadow etc.) I'm not sure what mechanics this would use, but having some version of it start at level 1 would probably make sense since otherwise level 1 is more or less strictly worse than a regular artificer, so it at least gives them something else to do.

It might be nice to give them some additional small benefit with shadow magic items- maybe if they touch an object which is magical they immediately can recognize if it is made with shadow magic? This would be a nice little bit of flavor, suitable for level 2.

Also noticed a typo:


even though light appeasers on his infusion list.
Should be "appears".

Xuldarinar
2013-11-04, 03:46 PM
Well, one thing that would be nice and would fit the fluff would be if it were possible to temporarily craft mundane items out of shadow. That would give them slight advantages (need a rope? make a rope out of shadow. Need a dagger? Make a dagger out of shadow etc.) I'm not sure what mechanics this would use, but having some version of it start at level 1 would probably make sense since otherwise level 1 is more or less strictly worse than a regular artificer, so it at least gives them something else to do.

It might be nice to give them some additional small benefit with shadow magic items- maybe if they touch an object which is magical they immediately can recognize if it is made with shadow magic? This would be a nice little bit of flavor, suitable for level 2.

Also noticed a typo:


Should be "appears".

I've added the two suggested abilities as well as fixing the typo.

JoshuaZ
2013-11-04, 03:52 PM
I've added the two suggested abilities as well as fixing the typo.

"know shadows" and "shadow craft" should probably be capitalized in the table. Glad to help out; I think your version of Shadow Craft neatly encapsulates what I was suggesting, and looks well done. At it stands now, I'd certainly consider playing this.

Xuldarinar
2013-11-04, 04:10 PM
"know shadows" and "shadow craft" should probably be capitalized in the table. Glad to help out; I think your version of Shadow Craft neatly encapsulates what I was suggesting, and looks well done. At it stands now, I'd certainly consider playing this.

Thank you. I'm glad you like the results and to hear someone would even consider playing this.

Zarthrax
2013-11-06, 05:14 AM
Pretty much an artificer with shadow fluff.

Maybe use the Descent of Shadows homebrew expansion (http://www.giantitp.com/forums/showthread.php?t=74519), in terms of crafting feats?

Xuldarinar
2013-11-06, 05:49 AM
Pretty much an artificer with shadow fluff.

Maybe use the Descent of Shadows homebrew expansion (http://www.giantitp.com/forums/showthread.php?t=74519), in terms of crafting feats?

I like this idea. I am a fan of that homebrew and It would be a nice nod to at least have an entry regarding it. I'll get right on that.


Edit:

Added Shadowcraft Artificer entry. A shadow artificer that is centered around shadowcraft feats.