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Xuldarinar
2016-12-25, 12:21 AM
UMBRALIST
Umbralists are researchers and embracers of the fundamental aspects of shadow magic. Forging a path more akin to kineticists rather than traditional magic, these dark casters embrace the alien and utilitarian aspects of pure shadow.
-Alignment: Any
-Hit Die: d6.
-Starting Wealth: 2d6 x 10 (average 70gp).
-Starting Age: Complex Class.

CLASS SKILLS
The umbralist's class skills are Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
-Skill Ranks per Level: 2 + Int modifier.

Table 1-1: The Umbralist


Level Base Attack Bonus Fort Save Ref Save Will Save SpecialWild Talents KnownWild Talent Level
1st +0 +2 +0 +2 Fundamentals of Shadow, Presence11st
2nd +1 +3 +0 +3 Penumbral Learning21st
3rd +1 +3 +1 +3Shadow sight (30ft.)32nd
4th +2 +4 +1 +4 Anchored Presence42nd
5th +2 +4 +1 +4Shadow's embrace (eat 1 meal/week)53rd
6th +3 +5 +2 +5Umbral metakinesis63rd
7th +3 +5 +2+5Umbral acumen (apprentice)74th
8th +4 +6 +2+6 84th
9th +4 +6 +3+6Anchored Presence95th
10th +5 +7 +3+7 Shadow's embrace (sleep 1 hour/day)105th
11th +5 +7 +3+7 Shadow sight (60ft.)116th
12th +6/+1 +8 +4+8 Umbral metakinesis126th
13th +6/+1 +8 +4+8 Umbral acumen (initiate)137th
14th +7/+2 +9 +4 +9 Anchored Presence147th
15th +7/+2 +9 +5 +9 Shadow's embrace (immune to poison/disease)158th
16th +8/+3 +10 +5 +10168th
17th +8/+3 +10 +5 +10179th
18th +9/+4 +11 +6 +11 Umbral metakinesis189th
19th +9/+4 +11 +6 +11 Umbral acumen (master)199th
20th +10/+5 +12 +6 +12 Shadow's embrace (no need to breath/eat/sleep)209th


CLASS FEATURES
The following are class features of the umbralist.
-Weapon and Armor Proficiency: Umbralists are proficient with all simple weapons. Umbralists are not proficient with any kind of armor.
-Wild Talents and Paths: An umbralist can use wild talents—magical abilities similar to spells but drawn from the umbralist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. Every wild talent has an effective spell level. Every wild talent cast by an umbralist has a display, generally in the form of their shadow making motions and gestures of its own. Observers can make a Perception check (DC = 16 - Wild Talent's level) to notice this. An umbralist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if she knows a number of wild talents equal to twice the previous level and she possesses an intelligence score equal to 10 + the level of the wild talent.
Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the umbralist’s Charisma modifier. The umbralist uses her Charisma modifier on all concentration checks for wild talents.
At each level, an umbralist gains a new wild talent from the umbralist's list. At 6th, 10th, and 16th levels, an umbralist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.
Each umbralist wild talent, with exception to Fundamentals of Shadow, has a listed path that it belongs to. Paths are sets of wild talents explicitly connected to one another, and higher level ones of a given path cannot be acquired without first learning the lower level wild talents of a given path. Wild talents are set in paths of 3; Apprentice (1st, 2nd, and 3rd level wild talents), Initiate (4th, 5th, and 6th level wild talents), and Master (7th, 8th, and 9th level wild talents).
Each umbralist wild talent an umbralist knows may be used 1/day without incurring Presence damage. These safe uses are regained after a full-night's rest.
-Presence (Ex): An umbralist's abilities always come at a price. The more she channels energy from the Shadow Plane, the more her emotions begin to wain. An umbralist begins play with a pool of points referred to as her Presence. This pool is equal to her Charisma modifier (minimum 1). Whenever she uses an umbralist wild talent, she loses a number of points from this pool. Unless otherwise stated; Apprentice wild talents inflict 1 point of presence damage to her, initiate wild talents inflict 2 points of presence damage to her, and master wild talents inflict 3. For each point of presence damage the umbralist takes, she takes a -2 penalty on all Charisma checks and Charisma-based skill checks. So long as the umbralist possesses a single point of presence damage, she is incapable of casting spells with the emotion descriptor. Should an umbralist only have 1 point in this pool left, she immediately gains the stain of one manifestation of the shadow corruption. The stain is chosen by the Dm and persists until her presence is restored. Presence damage can only be removed by means of a full night's rest, at which point if she incurred a stain that stain is removed as well.
Should an umbralist's Presence fall to 0, the umbralist passes out, functioning as if her Charisma score was reduced to 0. If the umbralist is reduced to a negative presence, when her presence is next recovered she immediately takes the amount under 0 as presence damage. For example, if an umbralist possesses a Charisma score of 16 and is reduced to -2 presence, when her presence is restored she takes 2 presence damage, effectively starting the day with only 4 presence instead of 6.
-Fundamentals of Shadow (Su): Before all else, umbralists must master certain basic powers before delving into shadow. At 1st level an umbralist gains the Fundamentals of Shadow wild talent as a bonus wild talent. This wild talent does not count towards the umbralist's total for the purpose of accessing higher level wild talents.
-Penumbral Learning: Starting at 2nd level, an umbralist learns to focus their learning to more safely utilize certain wild talents. Whenever an umbralist gains the ability to learn a new wild talent, she may choose to instead learn a wild talent they already know a second time. Knowing a wild talent twice effectively doubles the number of safe uses she possesses for the purpose of using that wild talent. Knowing a wild talent multiple times still counts towards the total number of wild talents known for the purpose of acquiring access to higher level wild talents.
-Shadow Sight (Su): Umbralists, through frequent exposure to shadow, gradually improve their capacity to see in the absence of light. Upon reaching 3rd level, an umbralist gains darkvision out to 30ft. If she already possesses darkvision it then increases by 30ft. When an umbralist reaches 11th level, her darkvision extends by an additional 30ft.
-Anchored Presence (Ex): As an umbralist advances, they better learn how to anchor their presence to the world. At 4th level, and again at 9th and 14th level, an umbralist's Presence increases by 1.
-Shadow's Embrace (Ex): Upon reaching 5th level, an umbralist's bond to the Shadow Plane deepens, such she finds her absorption of dark energies begins to mitigate certain biological needs. An umbralist need eat only a single meal per week to maintain health. At 10th level, an umbralist need only 1 hour of sleep per night, though she must still rest for 8 hours to recover presence lost. At 15th level, an umbralist gains immunity to non-magic diseases and poisons. Finally, upon reaching 20th level, an umbralist no longer needs to breath, eat, or sleep.
-Umbral metakinesis (Su): Starting at 6th level, and again at 12th and 18th level, an umbralist gains the ability to apply a metamagic feat of her choice to her wild talents once per day. This metamagic feat is chosen at this point and cannot be changed. She must meet all prerequisites for the feat, except for the actual ability cast spells, but she does not actually gain the feat, only to the apply the effect independently to her Wild Talents. She may choose to apply the effects of a metamagic feat selected through this ability even after expending its uses, but doing so incurs a number of points of presence damage equal to the level adjustment of the feat. Applying a metamagic effect to a wild talent increases its cast time to a full-round action, with exception to Quicken.
-Umbral Acumen (Su): As an umbralist advances, they learn to more easily and more safely draw upon shadow. Upon reaching 7th level an umbralist gains an additional safe use of each of her apprentice wild talents. Upon reaching 13th level, an umbralist gains an additional safe use of each of her initiate wild talents. Upon reaching 19th level, an umbralist gains an additional safe use of each of her master wild talents.


UMBRALIST WILD TALENTS
The following wild talents are not the full list of those available to Umbralists, but rather strictly those derived from those depicted here (http://archive.wizards.com/default.asp?x=dnd/we/20070307a), as well as a wild talent to replicate the effects of Shadowcaster fundamentals. Any shadowcaster mystery (3.5) can be utilized as a Wild Talent, adjusted to the format as demonstrated below. The following are resources for mysteries beyond the ones listed and converted below; Tome of Magic, Realms of Chaos's Descent of Shadows (http://www.giantitp.com/forums/showthread.php?74519-Descent-of-Shadows-Project-Shadow-Returns), peacenlove's Complete Shadow (https://drive.google.com/file/d/0B7pX5JzphJ4ya3YxNl91anlmLTQ/edit)


Black Labyrinth
Path Shadowscape; Level 9; Presence Damage 3
Prerequisite Menagerie of Darkness
Saving Throw Will partial; see text

Black labyrinth causes substantial disorientation within the area it affects. Direction and distance become impossible to determine, as the world itself bends and twists.


All attacks have a 50% miss chance.
Area effects with a source or target within the black labyrinth have a 20% chance of improper placement. If this occurs, the spell is centered 1d4 x 5 feet in a random direction from where the caster intended. To determine direction, use the rules for a missed splash weapon.
All Perception checks take a -10 penalty.
Any movement, from a 5-foot step to a full run and everything between, occurs in a random direction. (Again, use the rules for a missed splash weapon to determine direction.) Reroll any result that places the creature in an "illegal" space (in another creature's area, within a wall, and so on). A random roll that results in a fall off a ledge (or a similar mishap) is allowable. A successful Will save negates this particular effect, but that save must be repeated for each round of movement.
Any teleportation effects with a destination inside the black labyrinth deposit their passengers 1d% x 5 feet from the intended destination. If this would put them inside a solid object, treat as a mishap as described in the teleport spell. If this would send them outside the wild talent's area, roll again. A teleport effect cast within the black labyrinth and intended to transport the subject to a point outside the affected area requires a successful Will save; failure indicates that the subject instead teleports to a random point within the black labyrinth.

When within your own black labyrinth, you are immune to the last two effects (movement and teleportation), but not the others. You may attempt to guide your companions through the labyrinth; this does not allow them to find their way automatically, but it does grant them a +4 bonus on Will saves to resist those two effects.

This wild talent has a long range, effects a 1 mile radius spread centered on where you target, and lasts for 1 day for every 2 umbralist levels you possess.




Deadly Shade
Path Darkened Alleys; Level 6; Presence Damage 2
Prerequisite Sickening Shadow
Saving Throw Fortitude negates; see text

The area of deadly shade is filled with shadowy illumination, as per darkness. In addition, each time you invoke this wild talent, decide if you wish the spell to deal or absorb damage.

If you choose to deal damage, anyone within the area who suffers hit point damage from any source must make a Fortitude save. Failure indicates that the subject gains a temporary negative level. Success prevents the negative level, but if the individual is damaged again within the area, he must attempt a new save. These negative levels fade in 1 hour per caster level, and they never cause permanent level loss.

If you choose instead to have the deadly shade absorb damage, all creatures within the area gain DR 4/-- and energy resistance 4 against all energy types. (This stacks with other forms of resistance or other sources that grant DR X/--.)

This wild talent has a close range, and effects an area in the form 30ft emanation. This lasts 1 round per umbralist level you possess.




Fearful Gloom
Path Darkened Alleys; Level 4; Presence Damage 2
Saving Throw Will partial; see text

The area of fearful gloom is filled with shadowy illumination, as per darkness. All creatures within the area, or who enter it, must attempt a Will save or become frightened; on a successful save, they are shaken instead. If the creature has fewer than 5 HD, it is panicked on a failed save and frightened on a success. Creatures within the area must repeat the save each round until they either fail or leave the area. Once a creature has left the fearful gloom, the effects last an additional 2d6 rounds.

This wild talent has a close range, effects a 30ft radius emanation, and lasts for 1 round per umbralist level you possess.




Fundamentals of Shadow
Path none; Level 1; Presence Damage 0
You may replicate the effects of any shadowcaster mystery defined as a fundamental.



Grasping Shadows
Path Shadowscape; Level 7; Presence Damage 3
Saving Throw Will partial

This wild talent creates an area of grasping tendrils that function as the spell black tentacles, with one additional hazard: Anyone successfully grappled by a tentacle must attempt a Will save or go blind. A successful save means the individual is safe from blinding during that particular grapple, but if she escapes and is then regrappled, she must make another saving throw. The blindness is permanent until magically cured.

This wild talent has a medium range, effects a 20-ft radius spread, and lasts for 1 round per umbralist level you possess.




Menagerie of Darkness
Path Shadowscape; Level 8; Presence Damage 3
Prerequisite Grasping Shadows
Saving Throw Will negates

Any animals or vermin within the emanation, or who enter it, must make a Will save or immediately take on the aspects of their shadow selves, temporarily gaining the dark creature simple template. You gain control over these animals, as per the spell dominate animal. You can command any number of them as a single move action if you are giving them all the same orders. If you wish to give different commands to different animals or vermin, however, you must spend a move action on each order.

At any given time, you may have a total number of Hit Dice of animals and vermin under your control equal to 4 x your umbralist level.

Menagerie of darkness does not affect animals or vermin with Hit Dice higher than your caster level.

This wild talent effects a 30ft radius emanation centered on you.




Quicker than the Eye
Path Night's Long Fingers; Level 1; Presence Damage 1

You gain a +5 enhancement bonus on Sleight of Hand checks (which you can now attempt even if you have no ranks in that skill). This bonus increases to +10 at 5th level, and +15 at 10th level. In addition, if you imitate mage hand utilizing fundamentals of shadow, you may attempt Sleight of Hand checks through it.

This lasts a number of rounds equal to your umbralist level.




Sickening Shadow
Path Darkened Alleys; Level 5th; Presence Damage 2
Prerequisite Fearful Gloom
Saving ThrowFortitude partial; see text

The area of sickening shadow is filled with shadowy illumination, as per darkness. All creatures within the area, or those who enter it, must attempt a Fortitude save or be nauseated. Those who succeed are merely sickened. Creatures within the area must repeat the save each round until they either fail or leave the area. Once a creature has left the sickening shadow, the sickened effect lasts for 2d6 rounds. Nausea lasts for 1d4 rounds and is then followed by an additional 2d6 rounds of being sickened.

This wild talent has a close range, effects a 30ft-radius emanation, and lasts for 1 round per umbralist level you possess.




Trail of Haze
Path Night's Long Fingers; Level 2; Presence Damage 1
Prerequisite Quicker than the Eye
Saving Throw Will negates

The mist emerging from the subject is an illusion that only you can see. It constantly drifts from the subject to your location, providing a nearly foolproof way of finding and identifying the subject. The trail stretches for a number of miles equal to half your shadowcaster level, so it is possible for the target to escape your detection if he moves fast enough (or teleports). If the subject leaves the plane, the trail ends, though it resumes if he returns before the duration expires. The haze allows you to track the target, identify him if he disguises himself, or even locate the square he is in should he become invisible.

This wild talent is applied with a touch, and lasts for a number of minutes equal to your umbralist level x 10.




Umbral Fist
Path Night's Long Fingers; Level 3; Presence Damage 1
Prerequisite Trail of Haze

For the duration of this wild talent (1 round per umbralist level you possess), you can, as a standard action, make a special attack against any foe within medium range (100 ft. + 10 ft./level). You must have line of sight to the target.

You can make any one of the following special attacks: bull rush, disarm, or trip. For purposes of adjudicating these attacks, make your touch attack as normal, if one is necessary. When actually resolving the opposed roll, however, substitute your umbralist level for your base attack bonus and either your Intelligence or Charisma modifier (your choice) for your Strength for the purpose of calculating effective CMB. Because the attack is made at a distance, it does not draw an attack of opportunity that such an attack would draw under normal circumstances, nor can your foe attempt to perform the same maneuver on you in turn, even if such is normally allowed.



UMBRALISTS AND PRESTIGE CLASSES

As users of wild talents, there are relatively few prestige classes an umbralist can normally qualify for, let alone benefit from. However, an umbralist may qualify for and be advanced by mystic theurge. An umbralist may use their Wild talents, requiring 2nd-level wild talents, to fulfill either the divine or the arcane spellcasting component. Combined spells allows an umbralist to cast a spell by expending a safe use of a wild talent of the appropriate level or take presence damage based on the level of the spell. In turn, a mystic theurge umbralist may expend spell-slots to safely use wild talents of the same level. Spell synthesis, for an umbralist, allows her to use both a wild talent and a spell using one action.

UMBRALIST FEATS
The following are a list of feats for the umbralist class. These feats are largely updated counterparts for feats available to the shadowcaster class.

DUSK BLAST
Integrating elemental tradition with your bond to the Shadow Plane, you learn how to hurl a bolt of shadowstuff to drain vitality.
-Prerequisites: Kinetic Blast, Fundamentals of Shadow.
-Benefit: You gain the Dusk Blast simple blast. When using this, you may choose to take on either burn or presence damage when applying wild talents to it, though you cannot take on both. Dusk blast is compatible with any infusion compatible with an energy blast. For the purpose of determining damage dealt by dusk blast, add your umbralist level to your kineticist level. You may use Charisma or Constitution (or another ability score if you possess a Kineticist archetype that changes this) for the purpose of using this ability.


Dusk Blast
Element none; Type simple blast; Level -; Burn/Presence Damage 0
Blast Type energy; Damage nonlethal

Shadowstuff springs forth from your hand, draining vitality where it strikes.



FOCUSED PATH
Choose a path of Wild Talents. Wild talents of that path become stronger.
-Benefit: Choose a single path of umbralist wild talents to which you have access. You function at +1 umbralist level when using wild talents of this path. Additionally, add +1 to the DC of all saving throws against wild talents from this path.
-Special: You can take this feat multiple times. Its effects do not stack. Each time you take this feat, you must choose a different wild talent.

GREATER FOCUSED PATH
Even more focused, a path of wild talents you previously focused in grow increasingly potent.
-Prerequisite: Path Focus
-Benefit: You function at +1 umbralist level when using wild talents of the path you select. Additionally, add +1 to the Difficulty Class of all saving throws against wild talents from that path. These bonuses stack with those granted by Path Focus.
-Special: You can take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new path to which you have applied the path focus feat.

NOCTURNAL TALENT
Empowered by the night, a path you walk grows stronger.
-Benefit: Choose one path of talents to which you have access. At night, the save DC of all associated wild talents increases by +1. This bonus stacks with similar bonuses, such as those from path focus.
The ambient light is irrelevant, nor does it matter if you can see the sky. Only the actually time of day matters.
-Special: You can take this feat multiple times. Its effects do not stack. Each time you take this feat, you must choose a different path.

PATH DIVERSITY
As an umbralist, you walk many paths. You have learned to set but a foot upon another.
-Prerequisites: Umbralist level 6th.
-Benefit: You gain an umbralist wild talent that's at least 2 levels lower than the highest-level wild talent you can currently use. You do not gain safe uses of this wild talent, nor does it count towards your number of wild talents known for the purposes of determining the highest level you can use or for metashadows.
-Special: You can take this feat multiple times. Each time you take this feat, you must choose a different wild talent.

UMBRAL AVOIDANCE
As your shadow flicks and wavers, as too does your form to others. With the aid of shadow, you can evade attacks with speed of thought.
-Prerequisites: Artful Dodge, Umbralist level 7th; Umbral Disjunction or Umbral Reflection.
-Benefit: You can use your Intelligence modifier in place of your Dexterity modifier for determining Armor Class. Effects that limit the amount of Dexterity you may apply to your armor class also apply when using your Intelligence.

UMBRAL BOND
Some umbralists dabble in arcane traditions, and you are no exception.
-Prerequisites: Umbralist level 3rd.
-Benefit: You gain the Arcane Bond class feature. If you select a bonded object, you may use it to use a single wild talent without expending its safe use or incurring presence damage. Such an object takes on a dull and dusky appearance, as if it was always in shadow regardless of actual illumination. If you select a familiar, the familiar acquires the dark creature simple template. For the purpose of advancing Arcane Bond, you use your umbralist level. If you gain levels in a class that also provides the arcane bond class feature, the levels stack.
-Special: If you gain access to an alternative familiar, such as through the Improved Familiar feat, it also gains the dark creature simple template.

UMBRAL DISJUNCTION
Your shadow shimmers as you utilize your wild talents, and you seem to use your Wild talents from elsewhere.
-Prerequisites: Umbralist level 1st.
-Benefit: Designate a square adjacent to you. If no one threatens that square, you do not provoke an attack of opportunity when you use a wild talent.

UMBRAL REFLECTION
Your shadow flickers and moves aggressively, independent of you, sometimes causing you to avoid attacks made in opportunity.
-Prerequisites: Umbralist level 3rd; Clinging Darkness or Dancing Shadows
-Benefit: A foe that makes an attack of opportunity against you has a 50% miss chance.
-Special: Opponents that do not rely on sight ignore the miss chance.

UMBRAL SENSE
As you delve into shadow, your senses grow ever more attuned. You have learned to sense the presence of others in shadow.
-Prerequisites: Wis 16; Bend Perspective or Truth Revealed
-Benefit: As long as you are in shadowy illumination or darkness, you can take a move action to sense the number of creatures within 20ft that are also within shadowy illumination or darkness and the direction of each one. You cannot pinpoint the location of any creature with this feat.

Amechra
2016-12-25, 12:47 PM
So... how many points of Presence do they have?

Xuldarinar
2016-12-25, 02:02 PM
So... how many points of Presence do they have?

I realize my wording is a bit odd. I say it is a pool, but only then state what happens at certain points. Alright, to simplify;

Presence is in a way like nonlethal damage. You don't have a Nonlethal hit point score, but things happen when it reaches certain points.

3 + Charisma mod is what they have to work with, though they can push over.
When they have taken at least [Charisma modifier] points, they take on a stain from the Shadowbound corruption.
When they have taken at least [3 + Charisma Modifier] points, they pass out.
When the pool goes negative, which they can manage to do, they pass out and the damage carries into the next day.
If somehow you take Charisma damage, the thresholds change as appropriate.


In the, hopefully, rare instance they push their negative too high, they could be out of commission for longer. Lets say someone has a 12 Charisma and gets to 1 point, then uses a 7th, 8th, or 9th level wild talent without any 'safe uses' in tandem with quicken (a +4 modifier). The effect costs 7. They are pushed to -6. Next day instead of having 4, they take those points and are dropped to -2. At this point, since this was due to shadow magic, I'd say it is time to start taking a good look at the Shadowbound corruption and considering making the stain they got earlier permanent.


That is how it is at the moment anyways.

Think that perhaps I should lower that number, or at least make it so it is lower at 1st, and that +3 to it comes in later?


Assuming a character with a 16 Charisma score;

At 1st level, an umbalist takes on a stain at 3 points of Presence damage and passes out after taking 6 points. Without this, an umbralist can use their 1 1st level wilt talent 1/day. Depending upon how great of a penalty they are willing to incur, the umbralist can use this one wild talent 6/day.

A kineticist of the same level, with an equivalent Burn could use their 1st level infusion wild talent 6 times in a given day, but no more.


At 20th level, an umbralist of the same Charisma score would have 2 wild talents of each level, with 2 left over gained at 19th and 20th. They would in essence have 4 wild talents per day of each level, with exception to those two that they allocate of their choosing, before having to take Presence damage. Given the same thresholds, they could use 2 Master, 3 Initiate, 6 Apprentice.. a mix of those, or start utilizing metamagic beyond the effective 3/day though 1/day each. One could push things further, but they pass out.



Edit; Changed wording for clarity, and reduced amount of presence. Presence begins as equal to the character's Charisma modifier, to a minimum of 1. Stain is incurred if they possess only 1 point of presence left, and they pass out at 0. Also adding an ability so this pool increases with level, just deciding where to slip that in.

Edit 3; Created an ability that increases their Presence by 1 each time it is obtained. So while Presence starts as being equal to one's Charisma modifier, it is later calculated a 1 + Charisma modifier, then 2 + Charisma modifier, then lastly 3 + Charisma modifier.