peacenlove
2014-02-22, 03:08 AM
I've been thinking of converting Tome of Magic Prestige classes into PF class archetypes. Here's Nocturmancer, Child of Night (which the concept is completely changed) and Master of Shadow (which will become the answer to the druid's animal companion).
As a bonus I have adapted Descent of Shadows (http://www.giantitp.com/forums/showthread.php?t=74519)'s Ebon sage substitution levels as a PF archetype and added 1 more for those weird shadowcasters who prefer the light. As a note of caution I expect these classes to be very powerful, as I also set the bar high with my shadowcaster revision. However wording will be bad since I have less time to homebrew and if anything seems over the top feel free to comment.
Everything is designed to be compatible with my PF shadowcaster project found here (http://www.giantitp.com/forums/showthread.php?p=14190270#post14190270).
If you liked my work, I would like to hear from you ideas for any other shadow based PRC I could translate into PF material :smallsmile:
Nocturmancer
Arcane Knowledge:
At 1st level, you learn two arcane cantrips. Whenever you would learn a new fundamendal, you may instead learn an arcane cantrip. You may use them at will as supernatural abilities, following all normal rules. They are otherwise treated as fundamentals, not arcane spells, for all intends and purposes.
In addition at 2nd level, you learn any single 1st-level arcane spell. You may use it once per day as an apprentice mystery. You may not learn spells with expensive material components or with casting time greater than 1 standard action. Every even numbered level (4th, 6th and so on) you learn an arcane spell of a level equal or less than the highest level mystery you can cast. They are treated in all aspects as mysteries but not as arcane spells. Also since they do not belong in a path, they do not count towards the acquisition of bonus shadowcaster feats, nor can they be enhanced by the Path Focus or similar feats.
At 16th level you gain the knowledge of all cantrips as well as all fundamentals.
This ability replaces the Fundamentals (Extraordinary) ability, alters the Fundamental Overcast ability, you learn 1 fewer fundamental at 1st level and you gain only one mystery per level.
Innate Counterspell (Su):
Starting at 3rd level, you can attempt to counter a mystery or spell without using a readied action. Once per day, you can counter a spell as an immediate action, by expending a mystery use per day, as long as the mystery expended is of the same level or higher as the mystery or spell to be countered.
At 11th level, when you successfully counter a mystery or spell using this ability, you retain some of the magical essence of the countered dweomer. You can choose to gain one additional use of a mystery. The level of the mystery you gain is equal to one-half the level of the mystery or spell you countered (rounded down, minimum 1).
You can use innate counterspell once per day per 3 Nocturmancer levels.
This ability replaces Umbral Sight.
Shadow Annul:
At 4th level, your Nocturmancer caster level gains a +1 bonus, as long as this bonus doesn’t increase your caster level higher than your current Hit Dice, for every Metashadow feat you have selected or will select in the future. This bonus stacks with itself.
This ability replaces Shadow over Body.
Capture Magic's Shadow (Su):
At 5th level, when you successfully dispel a mystery or spell (such as with the mysteries shadows fade or unravel dweomer, or the spells dispel magic or break enchantment), you can absorb its energy. You add one-half the level (round down, minimum 1) of the mystery or spell you dispelled to the caster level of any mystery or spell you cast in the next round. For instance, if you dispel a 4th-level spell, you add +2 to the caster level of the spell you cast in the next round. You cannot draw power from dispelling your own mysteries or spells.
This ability replaces Path Mastery (Apprentice).
Eldritch Disruption (Su):
At 11th level, you can use a standard action to disrupt the magical energies of a single target within 60’. That target must make a Will saving throw (DC 10 + ½ your noctumancer level + your Cha modifier) or take a -4 penalty to its caster level for any mysteries, spell like abilities or spells it casts for 1 minute. You can use eldritch disruption three times per day. At 19th level you can use this ability as a move action.
In addition at 17th level, you can emit mystic energies in a 20’-radius burst around yourself. Any creature other than you within that area takes a -4 penalty to caster level for any mysteries, spells, or spell-like abilities it casts or uses. The vortex lasts 1 minute and can be used once per day.
This ability replaces Path Mastery (Initiate).
Shadow’s Persistence (Su):
At 17th level, you gain temporary immunity to any mystery or spell captured or countered by means of your capture magic's shadow, innate counterspell ability or any mystery capable of doing so (such as warp spell). For 1 minute, you cannot be affected by any casting of that mystery or spell.
This ability replaces Path Mastery (Master).
Child of Night
Undead Transformation:
Your creature’s type changes to undead, and you gain the augmented subtype.
Your base attack bonus is equal to 3/4 total Child of Shadow levels (medium progression), you have a good Will Save progression and your Skill points equal to 4 + Int modifier per Child of Shadow level.
The following are class skills for the Child of Shadow: Climb, Disguise, Fly, Intimidate, Knowledge (arcane), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.
You only gain 1 mystery per Child of Shadow level.
Bonus Feats:
You add to your bonus feat selection any feats that have Constitution as a Non-ability or Undead type as part of their prerequisites. You must meet any other prerequisites of the feat in order to select it.
This alters but does not replace a shadow caster’s bonus feat selection.
Night’s Embrace (Ex):
At 4th level, your Cold resistance increases by 2, your channel resistance by 1 and you gain a +1 bonus on stealth checks, for every Metashadow feat you have selected or will select in the future. This bonus stacks with itself.
For every 3 Metashadow feats, you gain Dancing shadows as a bonus mystery, ignoring any Path requirements.
This ability replaces Shadow over Body.
Night Form (Su):
At 5th level you gain the use of a touch attack 3/day. Unlike any other touch attacks, it is treated as an incorporeal touch attack for purposes of hitting its target. This deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by an umbral creature dies.
At 11th level this touch attack becomes at will and at 17th level its effects are in addition to any other effects dealt by a touch attack.
At 11th level you and your gear can become incorporeal as a swift action, with a fly speed of 40’ (or your original fly speed, whichever is faster) and perfect maneuverability. This state lasts for a total of 1 minute per Child of Night level per day and you can end it again as a free action. This amount can be split among many uses, but each one, no matter how short, counts as 1 minute duration.
At 17th level you permanently become incorporeal and you instead become corporeal for the designated time when you utilize this ability.
At 17th level any aberration, animal, dragon, giant, humanoid, magical beast, or monstrous humanoid killed by any of your attacks rises as an umbral creature (Savage Species) in 3 rounds. Such a spawn is under the command of the Child of Night that created it and remains enslaved until its master’s death.
The spawn does not possess any of the abilities it had in life but gains the umbral creature template.
You can control a number of spawn equal to your mystery caster level × 2. If you creates a spawn that causes you to exceed this limit, the spawn longest under your control is released.
These abilities replace Path Mastery. You may never benefit from a Path Mastery ability.
Shadow Form (Ex):
At 20th level you permanently gain +2 to your Dexterity, Charisma and Intelligence score. You can also cast the mystery Dancing Shadows at will as a swift action supernatural ability, and you are permanently affected by it, suppressing and resuming its effects as a free action taken out of turn.
This ability replaces Sustaining Shadow (Perfect Shadow)
As a bonus I have adapted Descent of Shadows (http://www.giantitp.com/forums/showthread.php?t=74519)'s Ebon sage substitution levels as a PF archetype and added 1 more for those weird shadowcasters who prefer the light. As a note of caution I expect these classes to be very powerful, as I also set the bar high with my shadowcaster revision. However wording will be bad since I have less time to homebrew and if anything seems over the top feel free to comment.
Everything is designed to be compatible with my PF shadowcaster project found here (http://www.giantitp.com/forums/showthread.php?p=14190270#post14190270).
If you liked my work, I would like to hear from you ideas for any other shadow based PRC I could translate into PF material :smallsmile:
Nocturmancer
Arcane Knowledge:
At 1st level, you learn two arcane cantrips. Whenever you would learn a new fundamendal, you may instead learn an arcane cantrip. You may use them at will as supernatural abilities, following all normal rules. They are otherwise treated as fundamentals, not arcane spells, for all intends and purposes.
In addition at 2nd level, you learn any single 1st-level arcane spell. You may use it once per day as an apprentice mystery. You may not learn spells with expensive material components or with casting time greater than 1 standard action. Every even numbered level (4th, 6th and so on) you learn an arcane spell of a level equal or less than the highest level mystery you can cast. They are treated in all aspects as mysteries but not as arcane spells. Also since they do not belong in a path, they do not count towards the acquisition of bonus shadowcaster feats, nor can they be enhanced by the Path Focus or similar feats.
At 16th level you gain the knowledge of all cantrips as well as all fundamentals.
This ability replaces the Fundamentals (Extraordinary) ability, alters the Fundamental Overcast ability, you learn 1 fewer fundamental at 1st level and you gain only one mystery per level.
Innate Counterspell (Su):
Starting at 3rd level, you can attempt to counter a mystery or spell without using a readied action. Once per day, you can counter a spell as an immediate action, by expending a mystery use per day, as long as the mystery expended is of the same level or higher as the mystery or spell to be countered.
At 11th level, when you successfully counter a mystery or spell using this ability, you retain some of the magical essence of the countered dweomer. You can choose to gain one additional use of a mystery. The level of the mystery you gain is equal to one-half the level of the mystery or spell you countered (rounded down, minimum 1).
You can use innate counterspell once per day per 3 Nocturmancer levels.
This ability replaces Umbral Sight.
Shadow Annul:
At 4th level, your Nocturmancer caster level gains a +1 bonus, as long as this bonus doesn’t increase your caster level higher than your current Hit Dice, for every Metashadow feat you have selected or will select in the future. This bonus stacks with itself.
This ability replaces Shadow over Body.
Capture Magic's Shadow (Su):
At 5th level, when you successfully dispel a mystery or spell (such as with the mysteries shadows fade or unravel dweomer, or the spells dispel magic or break enchantment), you can absorb its energy. You add one-half the level (round down, minimum 1) of the mystery or spell you dispelled to the caster level of any mystery or spell you cast in the next round. For instance, if you dispel a 4th-level spell, you add +2 to the caster level of the spell you cast in the next round. You cannot draw power from dispelling your own mysteries or spells.
This ability replaces Path Mastery (Apprentice).
Eldritch Disruption (Su):
At 11th level, you can use a standard action to disrupt the magical energies of a single target within 60’. That target must make a Will saving throw (DC 10 + ½ your noctumancer level + your Cha modifier) or take a -4 penalty to its caster level for any mysteries, spell like abilities or spells it casts for 1 minute. You can use eldritch disruption three times per day. At 19th level you can use this ability as a move action.
In addition at 17th level, you can emit mystic energies in a 20’-radius burst around yourself. Any creature other than you within that area takes a -4 penalty to caster level for any mysteries, spells, or spell-like abilities it casts or uses. The vortex lasts 1 minute and can be used once per day.
This ability replaces Path Mastery (Initiate).
Shadow’s Persistence (Su):
At 17th level, you gain temporary immunity to any mystery or spell captured or countered by means of your capture magic's shadow, innate counterspell ability or any mystery capable of doing so (such as warp spell). For 1 minute, you cannot be affected by any casting of that mystery or spell.
This ability replaces Path Mastery (Master).
Child of Night
Undead Transformation:
Your creature’s type changes to undead, and you gain the augmented subtype.
Your base attack bonus is equal to 3/4 total Child of Shadow levels (medium progression), you have a good Will Save progression and your Skill points equal to 4 + Int modifier per Child of Shadow level.
The following are class skills for the Child of Shadow: Climb, Disguise, Fly, Intimidate, Knowledge (arcane), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.
You only gain 1 mystery per Child of Shadow level.
Bonus Feats:
You add to your bonus feat selection any feats that have Constitution as a Non-ability or Undead type as part of their prerequisites. You must meet any other prerequisites of the feat in order to select it.
This alters but does not replace a shadow caster’s bonus feat selection.
Night’s Embrace (Ex):
At 4th level, your Cold resistance increases by 2, your channel resistance by 1 and you gain a +1 bonus on stealth checks, for every Metashadow feat you have selected or will select in the future. This bonus stacks with itself.
For every 3 Metashadow feats, you gain Dancing shadows as a bonus mystery, ignoring any Path requirements.
This ability replaces Shadow over Body.
Night Form (Su):
At 5th level you gain the use of a touch attack 3/day. Unlike any other touch attacks, it is treated as an incorporeal touch attack for purposes of hitting its target. This deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by an umbral creature dies.
At 11th level this touch attack becomes at will and at 17th level its effects are in addition to any other effects dealt by a touch attack.
At 11th level you and your gear can become incorporeal as a swift action, with a fly speed of 40’ (or your original fly speed, whichever is faster) and perfect maneuverability. This state lasts for a total of 1 minute per Child of Night level per day and you can end it again as a free action. This amount can be split among many uses, but each one, no matter how short, counts as 1 minute duration.
At 17th level you permanently become incorporeal and you instead become corporeal for the designated time when you utilize this ability.
At 17th level any aberration, animal, dragon, giant, humanoid, magical beast, or monstrous humanoid killed by any of your attacks rises as an umbral creature (Savage Species) in 3 rounds. Such a spawn is under the command of the Child of Night that created it and remains enslaved until its master’s death.
The spawn does not possess any of the abilities it had in life but gains the umbral creature template.
You can control a number of spawn equal to your mystery caster level × 2. If you creates a spawn that causes you to exceed this limit, the spawn longest under your control is released.
These abilities replace Path Mastery. You may never benefit from a Path Mastery ability.
Shadow Form (Ex):
At 20th level you permanently gain +2 to your Dexterity, Charisma and Intelligence score. You can also cast the mystery Dancing Shadows at will as a swift action supernatural ability, and you are permanently affected by it, suppressing and resuming its effects as a free action taken out of turn.
This ability replaces Sustaining Shadow (Perfect Shadow)