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5ColouredWalker
2016-08-20, 11:55 PM
This thread is for my (5ColouredWalker's) realm for Lords of Khorvaire, a FOB game.

If this thread is not for you.


"Leave, before I reduce your cities to glass, populated by devils bound by magics powerful enough to frighten gods, their mission to make sure you're only remembered as someone who did a very bad thing."



Otherwise, hey Mandible.

5ColouredWalker
2016-08-29, 06:12 PM
Ok, Redone Backstory for Calling Light and Hesjoss, in addition to visual description under a couple of effects and a 'what the other's know' spoiler.


Calling Light, as she is now called, was a Diopsid born long long ago... Old enough to clearly remember the creation of Droaam first hand, which by Diopsid standards makes him positively ancient.
Except by his reckoning that was recent, and he can still clearly recount the news of Mordain the Fleshweaver being exiled, saying that it happened within a decade of him travelling the surface, putting him at at least over 200 years old, around 4 times over old enough to have died of age, and he doesn't remember how long he traveled the ‘Underhome’.

For almost all her life, Calling Light has adventured, travelling between Xen’drick and the wilder places, making more oaths and bargains for power than most people would consider comfortable. Calling has walked with devils and angels (She claims to prefer the later until they get all stuffy), selling her services as a Sage (She’s as good as your average expert, if she was all the average experts.), as well as a battle mage of unprecedented power. It’s said she only bends her knee to King Kaius III because she has no desire to spend a solid month wiping out the surrounding cities, with his gilded tongue he has convinced Vampires to sell blood and, her eyes made keen by centuries of adventuring that put him past even ancient elves due to his restless step, he was eagerly sort after for expeditions of all kinds. When asked about her kind, she said simply that they were irrelevant and moved on, she was thought one of a kind.

And then, she returned to one of the Diopsid cities to once again remind himself that she was the only worthy of note, (Indeed, she barely considered most being of note) when it was being assailed by the might of Hesjoss, ‘the wave from the deep’. Provoked to a rage the 'dragon' assailed the Diopsid city only to be barely forced back time and time again, before finally Calling Light had enough. With a motion the caverns shook and the 'dragon' collapsed, unconscious… Some say she was revealed to be something else, but none can say what, something of a surprise given what could have been a footnote would become a legacy.

Talking to the being Calling Light took interest in his condition, and traded resolution to his little ‘direction’ problem for a short period of servitude… A destroyed Drow city and a mating session later, Calling Light and Hesjoss began a beautiful partnership…
And when he eventually approached her about wanting a lair and creatures to rule, while talking to her about the usefulness of Kobold servants despite one’s expectations, Calling Light decided to go on one last ‘expedition’ before claiming the right of rulership owed to any surface travelling Diopsid.

It’s a been a year since she returned, fellows taken to a foreign land and slaves taken… In fact, with the twisted legal system he’s produced, 90% of the population are just incredibly well treated slaves (Most wouldn’t trade places with your average serf.) that are technically owned by him, in a realm with a total of 2 current citizens… Calling Light and Hesjoss… Together, they are building a Legacy in Karrnath, one designed to stand the test of time as well as they have... At present, they have negotiated with Kaius to be allowed to settle the mountains within his territory, clearing out dangerous monsters and attempting to absorb the native kobolds, while also sending forth young Diopsid's to serve as soldiers, with many of the survivors coming back as elite troops further hardened by Calling Light putting them through wargames against each other to remain in service.



Calling Light is a colossal 8', topping out notably taller than the 'tallest' among diopsid (Normal max 7'5", Calling Light has Powerful Build), being broad of shoulder and broad of eyestalks (Something of great beauty among the Diopsid, with her's being almost as far apart than most humanoid's shoulders), each stalk capped with eyes comparable to rubies. Her shell is a incredibly polished black, obviously well attended to, but based on protrusions is only average in thickness despite her pronounced size. Normally Calling Light is girded in what would amount to a simple robe of thick wool unless she's doing something official, though one would be cautious about treating her plain clothes with disrespect, given that they're to offer some protection from alchemical spills.
When in 'Royal' regalia, or just when ready for combat, Calling Light wears robes that on any other race would be scandelous, but lacking obvious sexual characteristics they serve as nothing other than a frame within which to show off her shell, which will be adorned with various jewels and magical sigils as the situation merits. Of note are but three items that stand out:
A pair of powerful magic rings of wrought iron, a metal of special significance to the diopsid.
A crown/helmet/mask combination, being a steel faceplate covered in runes of giant and draconic origin that covers the front of her face and eye stalks, with a fine mesh of gold/adamantine alloy chain covering the rear of her head comming down like a mane of dark-golden hair, with small gems associated with vision studded along the eyestalk-mask.
Bracelets of Gold and Silver Bands which embrace her lower arms.

In addition, there's a tarnished silver amulet upon her chest, fine travelling boots upon her feet, and a cloak of wool studded with some sort of dark non-Diopsid carapace, and when she deems it important to bear, a long blade of exceptional steel, with a handle long enough for many hands made of what appears to be carefully maintained bone covered in runes. Normally the blade is sheathed with what is, to outward appearences, a near solid block of steel.


Around Calling Light are many ghostly arms seemingly stitched all between her main arms, almost as if over the same spot... Additionally, Calling Light is only ever 'out' of her royal regalia in that the robe and jewels will get switched out.

Hesjoss on the other hand, is a rarely seen being in public, appearing nothing more than a giant mass of shadow within a marginally larger field of darkness, even if something alluring is about him. Even Truesight reveals nothing more, whatever keeps the being in darkness is not an illusion.


In what was a field of darkness stands a monsterous being cloaked in shadow, none of his features are actually visible, but one can tell that he has wings, claws, a giant blade and some sort of pack.


Hesjoss is a rather massive Half-Ogre, in the sense he is immensely tall. Of frame Hesjoss almost appears frail in comparison, and indicator of being a Primodial Giant... Of course, that's barely of note compared to the covering of scale and other features indicating him to be a rather angry looking Half-Dragon who's currently looking to kill whoever dispelled his magics. Of particular note on his person, are some sort of saddle/frame pack hybrid that would allow one to 'ride' him as if he were carrying them. In addition, he bears a large blade of blackened steel and an elaborate helm embossed in a variety of runes.





Calling Light portrayed himself as he was known. He worked as a minor sage and a capable scout, though his abilities as both fell far short of what one of their calibre would truly be... Outside of spotting traps that they could then work on bypassing. Outside of that, Calling Light proved to be an expert at theoretical magic (Spellcraft) and at speech where needed, as well as the occasional work at deciphering something (Dicipher Script), but where he truly shone was combat.

If it lay withing 250ft of him, it fell. Be it to explosions of wrath that would make a new room where they went off or individuals simply falling down dead as if struck by forces unseen, all with barely a motion by one of his many ghostly arms... Calling was never fooled by an illusion, served to heal all but the most minor of wounds, and survived blows which one would expect someone on the front lines to take. Additionally, with bow in hand he could rain death from afar by way of invocations carried by his arrows, launched by a bow that could double as a seige engine, though it would be easy to dismiss his skills at actual archery to be sub-par for those he travelled with... Which is why he only aimed for 'Nearby Enough to slay my foes with the resulting explosion.'
Because of his training, I don't believe one can use Spellcraft to have learned his list, as my invocations are purely mental actions.

When it came to the patch of shadow Calling Light claimed was Hesjoss, one would be excused for thinking her a Dragon Shaman, channeling the might of the dragons and being blessed with a breath weapon of appropriate power... Until one noted that she served as a capable warlock (Albiet of much lesser power), a skilled scout, and an archer to which few if any could compare... That said, her preferred method of starting, and ending, a fight, was a single drawn out breath of immense size and power, far larger than most dragons. If a single set of motions from Calling Light could demolish the contents of a room, including powerful demons, into a fine powder, while expanding it significantly, a single breath of gaseous acid could reduce an entire army to a puddle full of equipment ready for plunder.
With a Martial Lore roll I'd be happy to give you a cliff notes of her Martial Maneuvers around this level (Which will have changed) and source list. She uses both a blade and a bow.

5ColouredWalker
2016-08-30, 10:36 AM
Mythweaver's sheets will go here when I have your Mythweaver's Account Name.

5ColouredWalker
2016-08-30, 11:05 AM
Nation Fluff/Mechanical Notes

Realm Type: Cultured Despot Realm

Calling Light's domain, such that it is, exists in the form of small surface townships with vast underground dwellings, with scattered towers between them to serve as beacons... the city of Beacon is the oddest of these, being visible from the surface only as a large fortress with a surrounding tent town that looks like it's been scoured bare a few times. Technically, Calling Light's domain is simply a 'settled' part of Karnth, and only has the only has the unofficial name of 'North home' by the Diopsids, and is still refered to by most maps as simply being the southern end of the Ashen Spires.

The population of Beacon and it's outlying villages is made up of mostly Diopsids, who are all 'officially' slaves, but are comprable to serfs for the most part. Various other races are also allowed to settle within the region, and slaves have been brought in from some areas (Such as Drow and Dreugar.). Of particular note is Calling Light's efforts to woo the nearby Kobold Clans into joining him.

Economically Beacon exports large amounts of various metals and stone, as well as 'exporting' soldiers and arcane lore by way of exchange programs. In exchange for his younger soldiers (Who serve a shorter term due to their shorter life spans) and opening his personal libraries, Calling get's back veteran soldiers, access to skilled sergents to train his own troops. Additionally, a cadre of 'War Mages' have recently finished training. Politically Calling has been remaining as neutral as possible while supporting Karnath as his oaths allow, but he's often away from Karnath's courts instead managing his own realm... That said, few look forward to his visits since they inevitably involve him foiling 16 different schemes just by crossing the throne room and looking at the other 'loyal' nobles with a near supernatural ability to divine intent.

Beacon is also known for having a surprisingly large and capable Menagerie, as well as containing it's own Druid's Circle of all things, albeit one only rarely visited.





Main Nation Math from Excel Sheet (To Be Reorginized to something more reasonable to view. Is currently followable)
Currently being altered

Resource Points
8000 Landlord, only on Stronghold/Fortifications/City Items
75,000 Starting Cash
96500 Reducing Small Cty to Thorpe
-438.36 Ruler/Cohort Cost
100 DM Gift
Self Craft Magic Item Multiplier 0.525 (1*.5*.75 (Gp Cost) + 1/25 * 5 * .7 (XP Cost))
Starting RPS 179161.64


Fortifications Units Base Cost
10 unit Fortress in Capital 4000
^ Features
2*Moat and 1*Glacis 1200
Curtain Wall 800
Keep 800
2 Super Heavy Iron Gates/Wall 4800
1 Bastion/Non-Main Wall 1200
Total 11600
Lyre Discount *0.7
End Cost 8120


Capital
Thorpe Free
Level 7 Cathedral 6000
Level 7 Arcane University 6000
Level 1 Druidic Grove 2250
Level 7 Cartel 4000
CR 8 Menagerie 6400
Mine 375
Smelter 750
Armory 20
Signal Tower 50
13 Week Supply Cache 2600
Trade Fair 300
Air-Port 18000
Garison 250
Road 300
Marketplace 100
Lyre Discount 0.7
End Cost 33176.5

Size to Small City 97250
Weirdstone 1050
RP's After City: 47685.14




Villages (All Costs*3)
Empty>Thorpe>Hamlet>Village 6750
Garrisoned at Thorpe Level 750
3 Unit Palisade +SH Wood +Bastion+Moat 1275 +3 Units from Garrison, those three are behind Palisades
Armory at Thorpe Level 60
Signal Towers 150
Mine and Smelter 3375
Marketplace 300
Road 900


RPs after Villages
34125.14

Stronghold Mechanical Bonuses not covered by Fortress

Freestanding Lead/Obdurium Wall (Discounted) 427 < Is Phylactory
CL 20 Scroll Augment Object 3.9375 Total Hardness, 70, 890 HP, All saves at +12
4* Animated Augmented 2*Iron Wall 1276 (Done by other for ease of math)
4* DC 35 Search Check Stone Doors 24

5*Engraved Circle of Protection vs Law 196.875
4 Tornado's Eye Orbs 1890
Pool of Scrying 63
Orb of Storms 252






RPs after Castle Features 29992.3275



Units/Other Expenditures
15*Scrolls of Greater Planar Binding 236.25 (Technically part of ruler cost, still under 1K)
2 Archers of Beacon 4000
Money for above's gear 762
4 Guards/Village 12225.6
3 Guards for Capital -Garrison 2456.4
Gargoyle Scouts 1995
2 Large Cave Ank Warbeasts 3560
Follower Equipment 417.28
1 Diopsid War Sorcerers 1855.25
Banked Income 2484.5275

Remaining 0

5ColouredWalker
2016-08-30, 11:14 AM
Soldier Stats, Will table properly/Add costing stuff/etc later.

Need to change Anklysauruses for Giant Stag Beetles and make a guard variant for Ant/Wasp Cavelry


Level 1 Diopsid Warriors [Elite Light Infantry]

End Stats
MAB 4
RAB 8
AC 26
MP 12
RP 14
Toughness 23
Wound P 2
Morale 4
Command 7
Fort 5
Reflex 5
Will 1
Shock 0
Move 6
MP 42



Level 7 Diopsid Swordsages [Elite Light Infantry]

End Stats
MAB 8
RAB 12
AC 28
MP 4
RP
Toughnes 26
Wound P 3
Morale 12
Command 5
Fort 7
Reflex 10
Will 10
Shock 0
Move 6
MP 42

Relevent Feats: Point Blank Shot, Far Shot, Adaptive Style

Manuevers/Stances:
3 Stances: Eagles Eyes (2*range, +1 Ranged Attack Rolls), Child of Shadow (Gain 20% miss chance), Phantom Hail (Create Ghost Touch bow that ignores wind effects)
12 Manuevers: 1st Strength of Hell (+1 Power, +2 Attack Bonus, -2 AC, Boost), Distracting Ember (+2 Melee Attack Bonus), Counter Charge (Negate Charge with opposed Dex (+2) check, on fail enemy gets +2 to hit), Shadow Blade Technique (Roll Twice, Lower result for +1 Power), Sapphire Nightmare Blade (Concentration Check (+12) vs AC, if success, attack vs flatfooted with +1 power, if fail attack with -2 hit.)
2nd Hatchling's Flame (Negotiate, looks like power 28 base), (Power, Sure Shot (+20 Hit, +3 Power)
3rdL Fan the Flames (Power 13 Melee Attack resolved as Ranged Touch), Hail of Arrows (+10 Hit, +4 Power)




Level 4 Gargoyle Warblades [Elite Light Aerial Infantry]

End Stats
MAB 13
RAB 15
AC 16
MP 16
RP 14
Toughnes 26
Wound P 2
Morale 12
Command 0
Fort 11
Reflex 11
Will 8
Shock 0
Move 19
MP 133



Level 8 Diopsid Stalwart Battle Sorcerers with Wilderness Companions (Horrid Bats) [Elite Medium Ariel Cavalry]

End Stats
MAB 16
RAB 13
AC 20
MP 23 (Also inflicts DC 14 1d6 Dex Poison. Due to FOB time if first save is failed, must immediately save again.)
RP 17
Toughnes 20
Wound P 3
Morale 14
Command 20
Fort 7
Reflex 7
Will 7
Shock 0
Move 11
MP 126


Relevant Spells Known
^SRD Only
Spells/Day
5 6 6 5 2

Known
7 4 2 1 0
Detext Magic Grease Rope Trick Fireball
Shocking Grasp Darkness
Magic Missile
Feather Fall

^Fireball affected by Fiery Burst, Range 17, Power 14
^Single Combat Only
^Fog Cloud for FOB, fills one square with dense fog, Range 3

Secunding Bonus: +20 to Command/Morale (or 15 if Elite Training doesn't add to command skill), +5 MAB (Firery Burst), +1 RAB



End Stats Seccunding Bonus
MAB 6 +1 M/R AB
RAB 6 +13 Morale/Command includes animals (Animal Empathy and Speak with Animals)
AC 22
MP 14
RP 13
Toughnes 20 (15 vs Magic)
Wound P 3 +4 to AB if on 1 wound. Might be 2 since there's only 4 (Followers).
Morale 8
Command 13
Fort 5
Reflex 3
Will 4
Shock 0
Move 12
MP 84

Special:
Capture unit if solo (Friendship Weaponry EB makes attacks non-lethal).
Shifting (+2 AC, +1 Toughness for 1 round, 2/Day), Detect Magic, Invisibility
Attacks might cause fear due to being Magical (Invocation)



Magebred Warbeast Giant Stag Beetle [Regular Heavy]
End Stats
End Stats
MAB 20
RAB 11
AC 35
MP 29 Trample: DC 21 Reflex vs Power 28 Hit
RP 0
Toughnes 26
Wound P 4
Morale 13
Command 1
Fort 16
Reflex 5
Will 5
Shock 1
Move 8
MP 56

Relevent Feats: Awesome Blow, Power Attack, Shock Trooper




Calling Light
MAB 18
RAB 22
AC 37
MP 55 ish
RP 48
Toughnes 37
Wound P 5
Morale 33
Command -
Fort 19
Reflex 20
Will 20
Shock 5 < Minimum
Move 28
MP 196

Hesjoss
MAB 24
RAB 17
AC 32
MP 38ish
RP 48
Toughnes 30
Wound P 4
Morale 26
Command -
Fort 12
Reflex 8
Will 15
Shock 6
Move 29
MP 203

Calling Light mounted on Hesjoss
Mounted Calling Light
MAB 30
RAB 30
AC 34
MP 71
RP 72
Toughnes 47
Wound P 5
Morale 33
Command -
Fort 12
Reflex 8
Will 15
Shock 6 < Minimum
Move 29
MP 203

Secunding Bonuses:
Calling Light: +11 MAB, +3 RAB (RAB might be replacble with free invocation, due to Eldritch Weaponry), +39 Command/Moral
Hesjoss: +5 MAB, +4 RAB, +6 Command/Moral
Both: +16 MAB, +7 RAB (See Calling Light), +39 Command/Moral

5ColouredWalker
2016-08-31, 08:18 AM
Extra Post 1

5ColouredWalker
2016-08-31, 08:39 AM
Active Questions/Spare Post 2:

I'll compile more later, that said I'd like to run my Tri-Shape combinatiosn by you:
Base Shapes:

Eldritch Spear: 250ft Range
Eldritch Affliction: Convert to Will Save for Half instead of hit
Eldritch Weaponry: Combine with Weapon Attacks
Eldritch Chain: Strike 4 additional targets for half damage, requires attack roll for each jump which is of up to 30ft.
Eldritch Charge: Turn into a 10-60ft line, strike all targets with attack roll for EB blast damage, appear at end of blast/adjacent to end in unoccupied space
Eldritch Starfall: 240ft Range, turns into 40ft burst, if succesfully hit main target they don't get a reflex save.

Possible Combinations I intend to use:
Spear Affliction Chain: Target within 250ft takes EB damage, Will halves. 4 targets chosen per EC take half damage, 1/4 on Will save. (Spear Chain changes will save to attack roll)
Weaponry Charge Chain: 10-60ft line. Roll to hit for Weapon+EB Damage, which then chains off primary targets. Secondary and Primary targets can't be affected by the blast twice. Appear at end of line. This attack is a full round action.
Spear Charge Chain: 10-250ft line. Roll to hit for EB Damage, which then chains off primary targets. Secondary and Primary targets can't be affected by the blast twice. Appear at end of line. This attack is a full round action.
Spear Charge Affliction: 10-250ft line. Targets take EB damage, Will halves. Appear at end of line. This attack is a full round action.
Weaponry Starfall Chain: Strike with Weapon. If hit, does Weapon+EB Damage to target, plus EB damage per eldritch chain. If miss, resolve as Eldritch Starfall. On hit, all hit targets then explode as per Eldritch Starfall, with explosions not overlapping.
Weaponry Starfall Charge: Strike with Weapon, dealing additional EB damage. Then resolve Eldritch Starfall as normal (On weaponry miss, explosion occurs as if starfall miss). Caster arrives at square adjacent to target unharmed. This attack is a full round action.
Spear Starfall Affliction: Target within 250ft takes EB, will save halving. Then explodes per Eldritch Starfall having succesfully hit.
Spear/Affliction Starfall Charge: As above, but at either 240ft or 250ft with attack roll, and arriving adjacent to target as per Eldritch Charge. This attack is a full round action.

If you want, I can change out Tri/Dual Shape so you don't have to worry about this. Feel free to alter the end combination or ban certain combinations (For example I haven't offered Weaponry Affliction X because it doesn't make sense.).

Spear/Weaponry/Starfall Charge combinations are particularly worth looking at/banning, because I believe they'd allow me to move further than normal with charge, and creating pseudo teleportation with Weaponry Charge. (For reference, I have a range of 3850ft with my bow, though missing would cause me to teleport way from where I intended.)
Do note that Eldritch Charge is a full round action however.
As for why I'd ever use Flee the Scene when I could possible Charge for teleportation, I imagine Flee the scene is quieter. I can also take more people with me, since Eldritch Charge limits me to carry weight.

For Innitiators, maneuvers act like spells (I think I got that ruling), which for single characters makes things very straight forward except for the fact manuevers can be recovered every other turn, and I have a special unit of martial initiators.

Given 1/2 wounds is supposed to indicate 1/2 the unit dead/fled/incapacitated, would it be possible for maneuvers to be used as normal with the premise that either half the unit is attacking every turn/the character is attacking every other turn?

The Counter Charge manuever has the potential to completely negate a charge attack. Since a FOB round is 10 rounds, for fairness how would you feel about it instead negating the benefits of a charge (I.e. Lance bonuses) and possibly reducing the power of the charging unit by 1 for it's attack instead of completely negating that turn's attack?



For Giant Ant's, I'd like to refluff them as a type of Giant Beetle, but then it doesn't make sense for them to have a stinger.
Would it be possible to replace the Giant Ant's Stinger with a Fire Beetle's glowing eyes and +2 AC? Means I could train them to respond to Diopsid commands, which with the AC might be worth the loss of damage (1 point in a 'grapple' in FOB, or 2d6+str in non-FOB. For my mounted units, would be +1 AC in FOB)


More Requests:
Shadow Dragon, up to level 12. (http://www.minmaxboards.com/index.php?topic=1626.0) Done as a way to replicate a Young Adult Shadow Dragon without using 20 of 25 levels for a Draconic Cohort.
The ability to use Loredrake, with the variation that it changes the spellcasting to that of a Shadowcaster in addition to +2 levels.
The Shadowcaster Class on post 9, made by me.

These are for Niw18

5ColouredWalker
2016-08-31, 08:40 AM
And I figure 8 posts should do me.

5ColouredWalker
2016-09-05, 01:47 AM
Bonus post 9:

Class mix for Niw18, based on a 'WIP' (http://www.giantitp.com/forums/showthread.php?287098-A-Shadowcster-Fix-THAT-ACTUALLY-FIXES-THE-SHADOWCASTER-(hopefully)-(WIP)-(PEACH) and Redux (http://www.giantitp.com/forums/showthread.php?219523-Shadowcaster-Fix-3-5-Redux)fix for Shadowcaster.




Level
Base Attack Bonus
Fort
Ref
Will
Special
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+0

+2

+0

+2
Mysteries, Fundamentals, Dusk and Dawn (Su)
2
-
-
-
-
-
-
-
-


2nd

+1

+3

+0

+3
Umbral Sight (Darkvision 60ft), Concealing Shadows (Su)
3
-
-
-
-
-
-
-
-


3rd

+2

+3

+1

+3
Pathway Power (+1)
3
2
-
-
-
-
-
-
-


4th

+3

+4

+1

+4
Shadow Elemental Familiar
4
3
-
-
-
-
-
-
-


5th

+3

+4

+1

+4
Sustaining Shadow (Shadow Sustenance)
4
3
2
-
-
-
-
-
-


6th

+4

+5

+2

+5
Umbral Sight (Blindsense 60ft)
4
4
3
-
-
-
-
-
-


7th

+5

+5

+2

+5
Apprentice Mysteries (Spell-like), Initiate Mysteries
5
4
3
2
-
-
-
-
-


8th

+6/+1

+6

+2

+6
Form of Darkness (Uncanny Dodge)
5
4
4
3
-
-
-
-
-


9th

+6/+1

+6

+3

+6
Pathway Power (+2)
5
5
4
3
2
-
-
-
-


10th

+7/+2

+7

+3

+7
Sustaining Shadow (Shadow Breath), Umbral Sight (Blindsense 120ft)
5
5
4
4
3
-
-
-
-


11th

+8/+3

+7

+3

+7
Supernatural Fundamentals
5
5
5
4
3
2
-
-
-


12th

+9/+4

+8

+4

+8
Form of Darkness (Improved Uncanny Dodge)
5
5
5
4
4
3
-
-
-


13th

+9/+4

+8

+4

+8
Apprentice Mysteries (Supernatural), Initiate Mysteries (Spell-like), Master Mysteries
5
5
5
5
4
3
2
-
-


14th

+10/+5

+9

+4

+9
Umbral Sight (Blindsight 60ft)
5
5
5
5
4
4
3
-
-


15th

+11/+6/+1

+9

+5

+9
Pathway Power (+3), Sustaining Shadow (Shadow Blood)
5
5
5
5
5
4
3
2
-


16th

+12/+7/+2

+10

+5

+10
Form of Darkness (Slippery Shadows)
5
5
5
5
5
4
4
3
-


17th

+12/+7/+2

+10

+5

+10
Form of Darkness (Dark Creature Template)
5
5
5
5
5
5
4
3
2


18th

+13/+8/+3

+11

+6

+11
Umbral Sight (Blindsight 120ft)
5
5
5
5
5
5
4
4
3


19th

+14/+9/+4

+11

+6

+11
Initiate Mysteries (Supernatural), Master Mysteries (Spell-like)
5
5
5
5
5
5
5
4
3


20th

+15/+10/+5

+12

+6

+12
Sustaining Shadow (Shadow Life)
5
5
5
5
5
5
5
4
4

[/td]
[/tr]

Mysteries Retrieved



[tr]
[td]Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
1
---
---
---
---
---
---
---
---


2nd
2
---
---
---
---
---
---
---
---


3rd
2
1
---
---
---
---
---
---
---


4th
3
2
---
---
---
---
---
---
---


5th
3
2
1
---
---
---
---
---
---


6th
3
3
2
---
---
---
---
---
---


7th
4
3
2
1
---
---
---
---
---


8th
4
3
3
2
---
---
---
---
---


9th
4
4
3
2
1
---
---
---
---


10th
4
4
3
3
2
1
---
---
---



11th
4
4
4
3
2
2
---
---
---


12th
4
4
4
3
3
2
---
---
---


13th
4
4
4
4
3
3
1
---
---


14th
4
4
4
4
3
3
2
---
---


15th
4
4
4
4
4
3
2
1
---


16th
4
4
4
4
4
4
3
2
---


17th
4
4
4
4
4
4
3
2
1


18th
4
4
4
4
4
4
3
3
2


19th
4
4
4
4
4
4
4
3
2


20th
4
4
4
4
4
4
4
3
3




Starting Gold: as Wizard
Starting Age: As Wizard

Alignment: Any
Hit Die: d6

Class Skills
The Shadowcaster's class skills are; Bluff, Concentration, Craft, Disguise, Hide, Intimidate, Jump, Knowledge (Any; taken separately), Listen, Move Silently, Profession, Sense Motive, Spellcraft, Spot, and Use Magic Device.

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Proficiencies: Shadowcasters are proficient with all Simple and Light Armor.

Mysteries: A Shadowcaster casts Mysteries (ToM) as arcane spells which can be chosen from any mystery they have retrieved. He can cast any mystery he has retrieved spontaneously, like a sorcerer casts from his spells known, and does not need to prepare slots ahead of time the way a wizard or cleric does. Because of their unique connection with their Mysteries, a Shadowcaster may cast their Mysteries while wearing light armor without risking arcane spell failure.
To retrieve or cast a Mystery, a Shadowcaster must have a Charisma score equal to at least 10 + the Mystery level. The Difficulty Class for a saving throw against a Shadowcaster’s spell is 10 + the Mystery level + the Shadowcaster’s Charisma modifier.
Like spellcasters, a Shadowcaster can cast only a certain number of Mysteries of each spell level per day. His base daily spell allotment is given in the table above. In addition, he receives bonus spells per day if he has a high Charisma score, like a Sorcerer.
*A Shadowcaster does not have spells known or a medium to contain the knowledge of spells like an arcane caster, but instead draws its power from the Plane of Shadow itself, and shapes it with their force of will into Mysteries, making a Shadowcaster limited to casting the spells it has retrieved at the start of each day. After gaining 8 hours rest to regain their daily allotment of spells like a sorcerer does, a Shadowcaster may take 1 hour of calm meditation (like a Sorcerer or Wizard) to pick out the Mysteries it wishes to have at its Mysteries Retrieved.
A Shadowcaster may choose any Mystery of the appropriate level as one of its Mysteries Retrieved. A Shadowcaster does not need to follow set paths of Mysteries - they may jump ahead in paths if they wish.
A Shadowcaster may only retrieve a limited amount of Mysteries per day, as noted in the table above. Once chosen, these Mysteries Retrived function like a Sorcerer's spells known, and the Shadowcaster may cast any of these Mysteries retrieved, provided they have not used up their Mysteries per Day for that level.
For example, a 5th level Shadowcaster can retrieve 3 1st level Mysteries, 2 2nd level Mysteries and 1 3rd level Mysteries. They may use their Mysteries per day to cast these Mysteries Retrieved as they see fit, in any combination they like.
A Shadowcaster may use a higher level use of its Mysteries per Day to cast a lower level Mystery, but not the other way around. The Shadowcaster could cast a 1st level Mystery with a 3rd level use per day, but not a 3rd level Mystery with a 1st level use per day.
At 7th level, the Shadowcaster casts its Apprentice Mysteries as if they were Spell-Like Abilities, and at 13th level casts them as if they were Supernatural abilities. At 13th level, the Shadowcaster casts its Initiate Mysteries as if they were Spell-Like Abilities and at 19th level casts them as if they were Supernatural abilities. At 19th level, the Shadowcaster casts its Master Mysteries as if they were Spell-Like abilities.
*In keeping with the fix, if a prestige class would progress a Shadowcaster's mysteries and talks about Mysteries Known, it stacks to determine the progression of Mysteries Retrieved instead. Basically, levels noted as "+1 (spell)casting/mystery casting" stack with Shadowcaster levels to determine this class feature.


Every day, the Shadowcaster prepares Mysteries as a Cleric, drawing from the Shadowcaster List. She then casts these as a sorcerer.

Fundamentals (Sp): A Shadowcaster, along with its powerful Mysteries, also can draw on less powerful but easily accessed Fundamentals (ToM). At 1st and 3rd level, and every 3 levels past that, the Shadowcaster gains one Fundamental of its choice as an at-will spell-like ability. At 11th level, all of the Shadowcaster's Fundamentals are Supernatural abilities instead.

Dusk and Dawn (Su): The most basic ability of a shadowcaster is to manipulate the shadows about himself. At will and as a free action, you may change the illumination within 5 feet per class level of yourself, calling unnatural shadow or light into an area. You may change daylight into shadowy illumination and shadowy illumination into daylight or darkness. Darkness, as an eternal force, may not be made brighter in this way. This is the equivalent of an Evocation [light] or [darkness] spell depending on whether it increases or decreases light level, with a spell level equal to ½ your HD and a caster level equal to your HD for the purposes of determining how other Evocation [light] and [darkness] spells and dispel magic affect it. Should the ability be supressed or dispelled, even partially, you must wait for 5 rounds before using it again.

Umbral Sight (Ex): At 2nd level, the Shadowcaster's eyes develop to the darkness, granting Darkvision out 60ft. At 6th level, the Shadowcaster gains Blindsight out 60ft, which increases to 120ft at 10th level. At 14th level, the Shadowcaster gains Blindsight out 60ft, and at 18th level the Shadowcaster's Blindsense is replaced with Blindsight out 120ft.

Concealing Shadows (Su): A shadowcaster can shape the shadows to hide his movement, muffle his footfalls, twist his form and change his voice. You add your Cha modifier to Bluff, Disguise, Hide, Intimidate and Move Silently checks.

Pathway Power (Su): At 3rd level, when the Shadowcaster retrieves a fully complete Path of Mysteries i.e. all three Cloak of Shadows Mysteries, the Shadowcaster gains +1 to the Save DC of that complete path. At 9th and 15th level, the DC bonus increases to +2 and +3 respectively. If the Mystery does not have a Save DC, then the Mystery's caster level is increased by the same bonus instead.

Shadow Elemental Familiar: At 4th level, a shadowcaster gains such control over his own shadow that he bestows it with life. You gain a shadow elemental familiar that obeys you absolutely. When it is dormant, it resides as your shadow, but when it is active it can move completely independently. When it is active, you do not possess a shadow. In shadowy illumination, a DC 15 spot check is required to notice this; in bright light, the DC is 5.
The shadow elemental’s size depends on your class level. At 4th level, it is small; at 8th level, it is medium; at 14th level, it is large and at 18th level, it is huge.
The familiar receives the benefits of any supernatural or extraordinary ability that you possess as a direct result of your shadowcaster levels, including Fundamentals of Shadow but excluding mysteries.
(Su): The familiar shares a telepathic link with you as long as you are on the same plane, and issuing it orders is a free action. As long as this link is active, any mystery that affects you may also affect your familiar for free, and, when you use a mystery that requires a ranged or melee touch attack, the familiar is treated as the caster for the purposes of determining touch attack rolls, reach & line of sight.

Form of Darkness (Ex): At 8th, 12th, 16th and 17th level the Shadowcaster's body is infused with ever more shadow, granting:
8th: The Shadowcaster gains Uncanny Dodge,
12th: The Shadowcaster gains Improved Uncanny Dodge
16th: Slippery Shadows (Su): At 16th level, a shadowcaster sways and shifts like shadow when he wills, allowing him to avoid that which would otherwise harm him. He may add his Cha modifier, if any, to Fortitude, Reflex & Will saving throws, and as a dodge bonus to AC.
17th: The Shadowcaster gains the Dark Template (ToM 158), minus any LA.

Sustaining Shadow (Ex): As the Shadowcaster casts its Mysteries, it changes in many ways because of its exposure to the Plane of Shadow. At 5th level, the Shadowcaster loses the need to eat or drink. At 10th level, the Shadowcaster no longer needs to breath and at 15th level the Shadowcaster becomes immune to all poisons and diseases. At 20th level, the Shadowcaster stops aging indefinitely, and does not require any sleep (but still needs 8 hours rest to regain Mysteries per Day and the ability to retrieve its Mysteries known).


Suggested Items:
Written Mystery:
Cost as per Page of Spell Knowledge (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/page-of-spell-knowledge), Adds one Mystery Retrieved to the owners list, determined at creation.
Craft Wondrous Item, creator must be able to cast the spell contained in the page ; Cost 500 gp (1st), 2,000 gp (2nd), 4,500 gp (3rd), 8,000 gp (4th), 12,500 gp (5th), 18,000 gp (6th), 24,000 gp (7th), 32,000 gp (8th), 40,500 gp (9th)

Condensed Shadow
As Runestone of Power (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/runestone-of-power), but allowing 1 extra Mystery per day, dependent on the level of the Condensed Shadow.
Craft Wondrous Item, creator must be able to spontaneously cast spells of the appropriate spell level; Cost 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th).

niw18
2016-09-05, 07:35 AM
interesting but skyped you my opinion of it already