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View Full Version : Pathfinder [Hybrid Class] Sceadcniht (Shadowcaster/Magus) [PEACH]



Xuldarinar
2014-10-31, 07:54 AM
SCEADCNIHT

There are those that wield shadows and others that wield weapons. Sceadcnihts are those who have taken upon themselves the challenge of perfecting the use of both, blending mystery and martial prowess into something unique, a discipline in which shadow and steel are used to devastating effect.

Alignment: Any.

Hit Die: d8.

Parent Classes: Shadowcaster and magus.

Starting Wealth: 4d6 × 10 gp (average 140 gp.)


Class Skills
The sceadcniht's class skills are Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Table: The Sceadcniht
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Apprentice Mysteries, Fundamentals of Shadow (At Will), Mysterious Combat, Umbral Pool
2nd +1 +3 +0 +3 Shadowstrike
3rd +2 +3 +1 +3 Secret
4th +3 +4 +1 +4 Umbral Echo
5th +3 +4 +1 +4 Bonus Feat
6th +4 +5 +2 +5 Bonus Fundamental, Secret
7th +5 +5 +2+5 Medium Armor
8th +6/+1 +6 +2+6 Improved Mysterious Combat
9th +6/+1 +6 +3+6 Secret
10th +7/+2 +7 +3+7 Apprentice Mysteries (Spell-Like), Fighter Training, Initiate Mysteries
11th +8/+3 +7 +3+7 Bonus Feat, Improved Umbral Echo
12th +9/+4 +8 +4+8 Bonus Fundamental, Secret
13th +9/+4 +8 +4+8 Fundamentals of Shadow (Extraordinary), Heavy Armor
14th +10/+5 +9 +4 +9 Greater Mysterious Combat
15th +11/+6/+1 +9 +5 +9 Secret
16th +12/+7/+2 +10 +5 +10Counterstrike
17th +12/+7/+2 +10 +5 +10Bonus Feat
18th +13/+8/+3 +11 +6 +11 Bonus Fundamental, Secret
19th +14/+9/+4 +11 +6 +11 Apprentice Mysteries (Supernatural), Initiate Mysteries (Spell-Like), Master Mysteries
20th +15/+10/+5 +12 +6 +12 Warrior of Shadow


Class Features
The following are the class features of the sceadcniht.
-Weapon and Armor Proficiency: A sceadcniht is proficient with with all simple and martial weapons. A sceadcniht is proficient with light armor. He can cast mysteries in light armor without incurring the normal arcane spell failure chance. Like any other mystery user, a sceadcniht wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the mystery in question is cast as an arcane spell. A multiclass sceadcniht still incurs the normal arcane spell failure chance for arcane spells and mysteries received from other classes.
-Fundamentals of Shadow (Su or Ex): A sceadcniht must master certain basic powers before proceeding to deeper secrets of shadow. These powers, known as fundamentals, function as supernatural abilities, usable at will. A sceadcniht begins play with 3 fundamentals and gain an additional fundamental at 6th level and every 6 additional levels beyond 6th. The save DC of any fundamental is 10 + 1⁄2 Caster level + Charisma modifier.
-At 13th level, a sceadcniht stores a tiny portion of the Plane of Shadow in a dark corner of their mind. Whenever magical forces are absent, a sceadcniht calls forth that portion's power, in order to use his powers unhindered. He can use a fundamental as an extraordinary ability but doing so takes a full round action and no Meta shadow feats can be used in conjunction with that fundamental.
-Mysteries and Paths: Sceadcnihts invoke mystical secrets called mysteries. A sceadcniht gains 1 mystery at each level. Up to 9th level a sceadcniht can learn only apprentice mysteries. At 10th level, he gains access to initiate mysteries, and at 19th level he gains access to master mysteries. A sceadcniht can choose a new mystery from any category he has access to (including fundamentals).
-Shadow Magic progresses in very specific stages. A sceadcniht may not “jump ahead” in a path, although he does not need to complete a path if he do not wish to. Within a category (apprentice, initiate, master), he can only learn mysteries of a new level if he has learned at least 3 mysteries of a previous level (it doesn't matter whether they are 3 different mysteries or 1 mystery selected 3 times, see below), and he must know all previous mysteries within a path to select a mystery from that path. However, he can always select the first mystery in a path of a category he has access to, even if he didn't complete the lower category paths.
-When he is capable of casting only apprentice mysteries, a sceadcniht casts them as though they were arcane spells. They do not require verbal or material components or foci, but follow all the normal rules for arcane spells. Observers can make a DC 15 Perception check to note that the sceadcniht's shadow is making different gestures from the ones he makes when casting the mystery. At 10th level his apprentice mysteries function as spell-like abilities. His new initiate mysteries function as arcane spells and follow the rules above. Finally, at 19th level his apprentice mysteries function as supernatural abilities and his initiate mysteries function as spell-like abilities, and his new master mysteries function as arcane spells and follow the rules above.
-A sceadcniht can learn a mystery more than once. Each time he relearns a mystery he gains another set of uses of that mystery per day. If he learns all the mysteries of a path twice, he gains an extra use of each mystery on that path, as well as the Path Focus feat for that path. If he learns them thrice, he gains 1 more use of each mystery on that path, stacking with the previous bonus, and the Greater Path Focus feat for that path. These are passive, extraordinary effects.
-A sceadcniht can use each mystery he knows once per day if it is cast as an arcane spell, twice per day if cast as a spell-like ability or thrice per day if cast as a supernatural ability. He must rest for 8 hours and meditate for 15 minutes each day to regain his use of mysteries.
-In order to cast a mystery, a sceadcniht must have an Intelligence score of at least 10 + the mystery's level. The save DC for your mysteries equals 10 + mystery level + his Charisma modifier for mysteries cast as arcane spells and spell-like abilities, and 10 + 1/2 caster level + Charisma modifier for mysteries cast as supernatural abilities.
-A sceadcniht levels in this class count for the purpose of determining his overall caster level.
-Mysterious Combat (Ex): At 1st level, a sceadcniht learns to cast mysteries and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a mystery that is being cast. To use this ability, the sceadcniht must have one hand free while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any mystery he knows. If he casts this mystery defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the mystery is wasted, but the attacks still take the penalty. A sceadcniht can choose to cast the mystery first or make the weapon attacks first, but if he has more than one attack, he cannot cast the mystery between weapon attacks.
-Umbral Pool (Su): At 1st level, a sceadcniht gains a reservoir of shadowy energy that he can draw upon to fuel his powers and enhance his weapon. This umbral pool has a number of points equal to 1/2 his sceadcniht level + his Intelligence modifier. This pool refreshes once per day when he regains uses of his mysteries.
-At 1st level, a sceadcniht can expend 1 point from his umbral pool as a swift action to grant any wean he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon weapon enhancement up to a maximum of +5. Multiple uses of this ability do not stack with themselves.
-At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, frost, merciful, ghost touch, icy burst, keen, shadow striking, shock, shocking burst, speed, or vorpal.
-Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the umbral pool point is spent and cannot be changed until the next time the sceadcniht uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the sceadcniht.
-A sceadcniht can only enhance one weapon this way at one time. If he uses this ability again, the first use immediately ends.
-Shadowstrike (Su): At 2nd level, whenever a sceadcniht casts a mystery with a range of “touch”, he can deliver the mystery through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a sceadcniht can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this mystery. If successful, this melee attack deals its normal damage as well as the effects of the mystery. If the sceadcniht makes this attack in concert with mysterious combat, this melee attack takes all the penalties accrued by mysterious combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the mystery effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
-Secret: As he gains levels, a sceadcniht learns secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a sceadcniht gains one secret. He gains an additional secret for every three levels of sceadcniht attained after 3rd level. Unless specifically noted in a secret’s description, a sceadcniht cannot select a particular secret more than once. Secrets that affect mysteries can only be used to modify mysteries gained through the sceadcniht class.
-Umbral Echo (Su): At 4th level, a sceadcniht learns to use his umbral pool to regain uses of mysteries he has already cast. With a swift action he can recall a single use of a mystery he has already cast that day by expending a number of points from his umbral pool equal to the mystery's level.
-Bonus Feats: At 5th level, and every six levels thereafter, a sceadcniht gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metashadow feats. He must meet the prerequisites for these feats as normal.
-Medium Armor (Ex): At 7th level, a sceadcniht gains proficiency with medium armor. A sceadcniht can cast mysteries while wearing medium armor without incurring the normal arcane spell failure chance. Like any other mystery user, a sceadcniht wearing heavy armor or using a shield incurs a chance of arcane spell failure if the mystery is cast as an arcane spell.
-Improved Mysterious Combat (Ex): At 8th level, the sceadcniht's ability to cast mysteries and make melee attacks improves. When using the mysterious combat ability, a sceadcniht receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
-Fighter Training (Ex): Starting at 10th level, a sceadcniht counts 1/2 his total sceadcniht level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
-Improved Umbral Echo (Su): At 11th level, a sceadcniht's ability to regain mysteries using his umbral pool becomes more efficient. Whenever he regains a use of a mystery with umbral echo, he expends a number of points from his umbral pool equal to 1/2 the mystery's level (minimum 1).
-Heavy Armor (Ex): At 13th level, a sceadcniht gains proficiency with heavy armor. A sceadcniht can cast mysteries while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other mystery user, a sceadcniht using a shield incurs a chance of arcane spell failure if the mystery in question is being cast as an arcane spell.
-Greater Mysterious Combat (Ex): At 14th level, the sceadcniht gains the ability to seamlessly cast mysteries and make melee attacks. Whenever he uses the mysterious combat ability, his concentration check bonus equals double the amount of the attack penalty taken.
-Counterstrike (Ex): At 16th level, whenever an enemy within reach of the sceadcniht successfully casts a spell defensively, that enemy provokes an attack of opportunity from the sceadcniht after the spell is complete. This attack of opportunity cannot disrupt the spell.
-Warrior of Shadow (Su): At 20th level, the sceadcniht becomes a master of mysteries and combat. Whenever he uses his mysterious combat ability, he does not need to make a concentration check to cast the mystery defensively. Whenever the sceadcniht uses mysterious combat and his mystery targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonust on any checks made to overcome spell resistance, or grant itself a +2 circumstance bonus on all attack rolls made against the target during his turn.



Sceadcniht Secrets
-As he gains levels, a sceadcniht learns secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a sceadcniht gains one secret. He gains an additional secret for every three levels of sceadcniht attained after 3rd level. Unless specifically noted in a secret’s description, a sceadcniht cannot select a particular secret more than once. Secrets that affect mysteries can only be used to modify mysteries gained through the sceadcniht class.


Accuracy of Shadow (Su)
Benefit(s): The sceadcniht can expend 1 point from his umbral pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.


Cloak of Shadow (Su)
Benefit(s): The sceadcniht can expend 1 point from his umbral pool to add his Intelligence bonus to Stealth checks and Bluff checks to create a diversion in order to hide. This bonus lasts for 1 minute.


Close Range (Ex)
Benefit(s): The sceadcniht can deliver ray mysteries that feature a ranged touch attack as melee touch mysteries. He can use a ranged touch mystery that targets more than one creature, but he only makes one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that mystery are wasted and have no effect. These mysteries can be used with the shadowstrike class feature.


Concentrate (Ex)
Benefit(s): The sceadcniht can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before the roll's outcome is determined. The sceadcniht must take the second roll, even if it is worse. The sceadcniht can use this ability once per day.


Critical Strike (Su)
Prerequisite(s): Sceadcniht 12
Benefit(s): Whenever the sceadcniht scores a critical hit with a melee weapon, he may cast a mystery with a range of touch as a swift action, then make a touch attack with that mystery against the target of the critical hit as a free action. The sceadcniht can use this ability once per day.


Devout Shadow (Su)
Prerequisite(s): Sceadcniht 12
Benefit(s): Whenever the sceadcniht enhances his weapon using his umbral pool, he may spend 1 additional point from his umbral pool to add either the anarchic, axiomatic, holy, or unholy special ability to the list of available options. A sceadcniht may only add one of these abilities if it matches his own alignment.


Fading Blow (Su)
Prerequisite(s): Sceadcniht 9
Benefit(s): The sceadcniht can spend 1 or more points from his umbral pool as a swift action to imbue his weapon with a special power. If the weapon strikes a creature within the next minute, that creature is subject of a targeted shadows fade using the sceadcniht's level as the caster level, except that this effect cannot dispel a spell of a level higher than the umber of umbral pool points expended to activate this ability (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the attack is made, the power dissipates, even if the dispel attempt is unsuccessful.


Greater Sustaining Shadow (Ex)
Prerequisite(s): Improved Sustaining Shadow, Sceadcniht 15
Benefit(s): When a sceadcniht selects this secret, his bond with the Plane of Shadow deepens further. He becomes immune to non-magical diseases and poisons.


Hasted Assault (Su)
Prerequisite(s): Sceadcniht 9
Benefit(s): The sceadcniht can expend 1 point from his umbral pool as a swift action to move more quickly. This functions as haste, but only targets the sceadcniht and lasts for a number of rounds equal to the sceadcniht's Intelligence modifier.


Improved Path Mastery (Su or Ex)
Prerequisite(s): Path Mastery, Sceadcniht 18
Benefit(s): The sceadcniht acquires the path mastery of one of his completed initiate mystery paths.


Improved Sustaining Shadow (Ex)
Prerequisite(s): Sceadcniht 12, Sustaining Shadow
Benefit(s): When a sceadcniht selects this secret, his bond with the Plane of Shadow deepens. He no longer requires sleep and becomes immune to non-magical sleep effects. He also needs only 2 hours of rest to benefit from 8 hours of sleep. This does allow him to regain use of mysteries after only 2 hours of rest, but does not allow him to regain use of mysteries more than once per day.


Improved Umbral Sight (Su)
Prerequisite(s): Sceadcniht 12, Umbral Sight
Benefit(s): When a sceadcniht selects this secret, his vision extends further into the Plane of Shadow. He becomes able to see in any darkness, even that created by magical means, out to 60ft.


Maneuver Mastery (Ex)
Benefit(s): The sceadcniht has mastered one combat maneuver. He selects one maneuver when selecting this secret. Whenever he is attempting the selected maneuver, he uses his sceadcniht level in place of his base attack bonus (in addition to any base attack bonus gained from other classes.)
Special: A sceadcniht can select this secret more than once. Its effects do not stack. Each time he selects this secret, he selects another combat maneuver.


Path Mastery (Su or Ex)
Prerequisite(s): Sceadcniht 9
Benefit(s): The sceadcniht acquires the path mastery of one of his completed apprentice mystery paths.


Reflection (Su)
Prerequisite(s): Sceadcniht 15
Benefit(s): A sceadcniht can sacrifice 1 or more points from his umbral pool as an immediate action to reflect a spell back at its caster. This functions as spell turning, but only if the targeted spell is of a level equal to or lower than the number of points expend. If insufficient points are expend, they instead grant an insight bonus on any saving throws allowed by the spell, equal to the number of points spent.


Secrets of Ki (Ex)
Prerequisite(s): Sceadcniht 6, levels in a class that grants a ki pool.
Benefit(s): The sceadcniht may use points from his umbral pool and ki points from a ki pool granted by another class interchangeably.


Shadow Arcana (Ex)
Prerequisite(s): Sceadcniht 6, levels in a class that grants an arcane pool.
Benefit(s): The sceadcniht may use points from his umbral pool and points from his arcane pool interchangeably.


Shadow Craft (Su)
Prerequisite(s): Sceadcniht 6
Benefit(s): The sceadcniht can expend 1 or more points from his umbral pool to create small items, such as tools or weapons, from shadow. He need merely place his hands into any shadow and draw for the desired item. It cannot possess moving or flexible parts, so he could not create a crossbow, a rope, a flail, or a cabinet. He can create nearly any other weapon, simple tool, or small item, however. He can create one item weighing a number of pounds up to twice the number of points spent from expended from his umbral pool. Using shadow craft is a standard action. If the item leaves his possession, it fades away in 1d4 rounds. Otherwise, it lasts for 1 hour per class level. Items created by shadow craft cannot be employed as material components or foci in spellcasting. If he wants to create an item that mimics a specific item he has seen, he must succeed on a DC 20 craft check of the appropriate sort.


Shadow over Body (Ex)
Benefit(s): When a sceadcniht selects this secret, his command over shadow fortifies his form. He gains either 2 bonus hit points or a +2 bonus to stealth and perception for every Metashadow feat he has selected or will select in the future. These bonuses stack and he chooses which bonus to gain individually for each feat. Once selected these bonuses cannot change.


Shadow Reflection (Su)
Benefit(s): When a sceadcniht selects this secret, his shadow starts to flicker, moving independently of him. Foes that rely on sight have a 50% chance to miss when making an attack of opportunity against him.


Sustaining Shadow (Ex)
Prerequisite(s): Sceadcniht 6
Benefit(s): When a sceadcniht selects this secret, his bond with the Plane of Shadow allows him to absorb dark energies, mitigating certain biological needs. A sceadcniht who selects this secret no longer needs to eat or drink to maintain health.


True Sustaining Shadow (Ex)
Prerequisite(s): Greater Sustaining Shadow, Sceadcniht 18
Benefit(s): When a sceadcniht selects this secret, his bond with the Plane of Shadow reaches it's pinnacle. A sceadcniht who selects this secret no longer needs to breath.


Umbral Sight (Su)
Benefit(s): When a sceadcniht selects this secret, his vision extends slightly into the Plane of Shadow. He gains darkvision out to 30ft.