PDA

View Full Version : Contest 3.5e Class Contest XXXXIX: Getting Emotional



Alabenson
2019-11-03, 11:01 AM
Getting Emotional

Welcome to the new and improved 3.5e Class Contest number forty nine! Let's have fun creating some breathtaking 3.5e classes, now both base and prestige! The rules are below, as always. Make an original D&D 3.5 class and fight for the right to... uh, brag that you won this contest!


1. You will be creating an original 3.5e class based around a theme of emotions; anything is possible, from a magical master of fear to a warrior fueled by his rage to thief who can steal the emotions of others, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. A deadline for submissions will be announced once a sufficient number of entries have been submitted for each category. Submissions should be submitted in the format shown in the next post or in another way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified.


4. Anyone can participate. Everyone is allowed only one entry per category (base and prestige) per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


6. While not mandatory, contestants are encouraged to provide thoughts and comments on other entrant's submissions in the chat thread.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?527915-Base-Class-Contest-Chat-Thread-V-I-Scored-at-the-Top-of-My-Base-Class). Feel free to discuss each other's creations, give critique, or talk about what you think of this contest there, but entries (and nothing else) belong in this challenge thread.

May your swords stay sharp, may the odds be ever in your favor, and may all of your die rolls be high...

Gentlemen, start your brewing!

Alabenson
2019-11-03, 11:02 AM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Classes----------------------------------------



Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Class----------------------------------------


Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Alabenson
2019-11-03, 04:13 PM
Basic Sample Prestige Class Template.

PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+X

+X

+X

+X
Class Ability



2nd

+X

+X

+X

+X
Class Ability



3rd

+X

+X

+X

+X
Class Ability



4th

+X

+X

+X

+X
Class Ability



5th

+X

+X

+X

+X
Class Ability



6th

+X

+X

+X

+X
Class Ability



7th

+X

+X

+X

+X
Class Ability



8th

+X

+X

+X

+X
Class Ability



9th

+X

+X

+X

+X
Class Ability



10th

+X

+X

+X

+X
Class Ability



Weapon and Armor Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

Basic Sample Prestige Class Template, advances preexisting spell casting.

PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day/Spells Known


1st
+X
+X
+X
+X
Class Ability



2nd
+X
+X
+X
+X
Class Ability



3rd
+X
+X
+X
+X
Class Ability



4th
+X
+X
+X
+X
Class Ability



5th
+X
+X
+X
+X
Class Ability



6th
+X
+X
+X
+X
Class Ability



7th
+X
+X
+X
+X
Class Ability



8th
+X
+X
+X
+X
Class Ability



9th
+X
+X
+X
+X
Class Ability



10th
+x
+X
+X
+X
Class Ability




Weapon and Armor Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

Alabenson
2019-11-03, 04:15 PM
The Hope Bringer

In worlds torn by conflict, there are a select few who have embraced the power of hope and what it can represent. These spellcasters are living embodiments of the ideal that, no matter how dire a situation, there is always hope and potential for things to turn around. Able to bolster the will of their allies by their very presence and remarkably resistant to forces that could bring them down, hope bringers act as living beacons of light to those who need it most.

Adventures: Hope bringers are almost instinctively drawn to areas in most dire need of their assistance, often as not for reasons that dictate the need for adventurers in general. Beyond that, adventuring can provide hope bringers with the resources they require to help those most in need.

Characteristics: While not as versatile as clerics, hope bringers are still potent divine spellcasters able to provide healing and protection to allies, and if necessary to gently influence the minds of their enemies. Additionally, hope bringers are able to project an aura that bolsters the morale of those around them. In particularly dire situations, hope bringers can intensify this aura, increasing its power and allowing themselves to become a literal beacon against despair.

Alignment: The very nature of a hope bringer's abilities would seem to preclude evil aligned individual's from taking up the mantle of the class. Hope is not only for the good-hearted, however, and on rare occasions a particularly perverse hope bringer will dedicate themselves to providing hope to the wicked.

Religion: Hope bringers don't tend to gravitate towards any specific deities, though they are more likely to venerate good aligned gods.

Background: Few hope bringers have any sort of formal training. Instead, most start on their path after surviving some event that shows them the importance and power of hope. From there, the hope bringer will usually be self-taught, though on rare occasions they will learn at least some of their skills from conventional clerics.

Races: Among the common races halflings are particularly drawn to becoming hope bringers, in no small part due to hope being a natural part of their psyche. Humans and half-elves make up the majority of the remainder.

Other Classes: As a rule, most classes welcome the presence of a hope bringer thanks to their ability to heal and bolster morale. Even those who are inclined to find a hope bringer's fixation on hope to be irritating are liable to prefer the hope bringer's presence over their absence.

Role: Hope bringers first and foremost are focused on bolstering and buffing their allies, both with their magical spells and class abilities. Outside of combat, hope bringers are reasonable well equipped to function as the face of a party or as a tracker depending on what skills they select.

GAME RULE INFORMATION
Hope bringers have the following game statistics
Abilities: Wisdom is one of the most important abilities for a hope bringer as it not only powers their spellcasting but also enhances their AC. Charisma is similarly valuable as it powers the hope bringer's class abilities as well as several of their class skills.
Alignment: Any
Hit Die: D8
Starting Age: As bard
Starting Gold: As sorcerer

Class Skills:
Concentration, Craft, Diplomacy, Gather Information, Heal, Knowledge (nature), Knowledge (religion), Listen, Profession, Sense Motive, Spellcraft, Spot, Survival
Skill Points at 1st level: (4 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence Modifier



LevelBABFortRefWillSpecial 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th



1st+0+2+0+2 AC bonus, Aura of Hope +1 3 2 -- -- -- -- -- -- -- --



2nd+1+3+0+3 Endure Elements 4 3 -- -- -- -- -- -- -- --



3rd+2+3+1+3 Beacon of Hope 1/day 4 3 2 -- -- -- -- -- -- --



4th+3+4+1+4 Surge of Resolve 5 4 3 -- -- -- -- -- -- --



5th+3+4+1+4 Sustenance 5 4 3 2 -- -- -- -- -- --



6th+4+5+2+5 Aura of Hope +2, Beacon of Hope 2/day 5 4 4 3 -- -- -- -- -- --



7th+5+5+2+5 Beacon of Hope (re-roll Will saves) 6 5 4 3 2 -- -- -- -- --



8th+6+6+2+6 Untarnished Health 6 5 4 4 3 -- -- -- -- --



9th+6 +6+3 +6 Beacon of Hope 3/day 6 5 5 4 3 2 -- -- -- --



10th+7+7+3+7 Surge of Resolve (+1d4 rounds) 6 5 5 4 4 3 -- -- -- --



11th+8+7+3+7 Aura of Hope +3, Beacon of Hope (remove conditions), Unfailing Resolve 6 6 5 5 4 3 2 -- -- --



12th+9+8+4+8 Beacon of Hope 4/day 6 6 5 5 4 4 3 -- -- --



13th+9+8+4+8 Mettle 6 6 6 5 5 4 3 2 -- --



14th+10+9+4+9 Tireless Spirit 6 6 6 5 5 4 4 3 -- --



15th+11+9+5+9 Beacon of Hope (haste) 5/day 6 6 6 6 5 5 4 3 2 --



16th+12+10+5+10 Aura of Hope +4, Surge of Resolve (+2d4 rounds) 6 6 6 6 5 5 4 4 3 --



17th+12+10+5+10 Lifeward 6 6 6 6 6 5 5 4 3 2



18th+13+11+6+11 Beacon of Hope 6/day 6 6 6 6 6 5 5 4 4 3



19th+14+11+6+11 Accelerated Healing, Beacon of Hope (death ward) 6 6 6 6 6 6 5 5 4 4



20th+15+12+6+12 Hope Never Dies 6 6 6 6 6 6 5 5 5 5



Class Features

Weapon and Armor Proficiency: A hope bringer is proficient with all simple weapons. Hope bringers are not proficient with any armor or shields.

Spells: A hope bringer casts divine spells, which are drawn from the hope bringer spell list given below. A hope bringer must choose and prepare their spells in advance (see below).
To prepare or cast a hope bringer spell, a hope bringer must have a Wisdom score of 10 + the spell’s level. The Difficulty Class for a saving throw against a hope bringer spell is 10 + the spell’s level + the hope bringer’s Wis modifier.
A hope bringer can cast only a certain number of spells of each spell level per day. The hope bringer’s base daily spell allotment is given on the Table. In addition, a hope bringer receives bonus spells per day if he has a high Wisdom score.
Hope bringers prepare and cast their spells the way a cleric does, though they cannot lose a prepared spell to cast a cure in its place. A hope bringer may prepare and cast any spell on the hope bringer spell list, provided they can cast spells of that level, but must choose which spells to prepare during their daily meditation.

AC Bonus: A hope bringer can add their Wisdom modifier as a bonus to their Armor Class, so long as they are unarmored and unencumbered. This bonus to AC applies even against touch attacks or when the hope bringer is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Aura of Hope (Su): A hope bringer continuously projects a potent aura that bolsters the spirits of their allies. As long as the hope bringer is conscious, all of their allies within 30 feet receive a +1 morale bonus to attack rolls and Will saves against fear effects. These bonuses increase by an additional +1 for every five class levels beyond 1st that the hope bringer possesses (+2 at 6th, +3 at 11th, and +4 at 16th). While maintaining this aura requires no action on the part of the hope bringer, they become unable to provide these bonuses should they be rendered helpless (i.e. unconscious, paralyzed or a similar effect).

Endure Elements (Su): A hope bringer of 2nd level or higher is continuously protected from extremes of temperature, as though they were under the effect of the spell endure elements.

Beacon of Hope (Su): Starting at 3rd level a hope bringer gains the ability to greatly enhance the power of their aura of hope for a brief period. As a swift action once per day, the hope bringer can transform their aura into a shining beacon, which has several effects;

* The range of the hope bringer's aura doubles, affecting all allies within 60 feet of the hope bringer.

* The hope bringer sheds bright light equivalent to daylight out in a 60-foot radius, with dim light for an additional 60 feet beyond that. This light suppresses magical darkness as though it were a spell with the light descriptor with a spell level equal to one-half the hope bringer's class level.

* The bonuses provided by the hope bringer's aura are doubled, and apply to all attack rolls, damage rolls, skill and ability checks, and saves made by the hope bringer's allies
These effects last for a number of rounds equal to 3 + the hope bringer's Cha modifier (if positive). The hope bringer gains an additional use of this ability per day at 6th level and every three levels thereafter (3/day at 9th, 4/day at 12th, 5/day at 15th, and 6/day at 18th).

At 7th level, a hope bringer's beacon of hope begins providing additional protections against mental attacks. If an individual under the effect of a beacon of hope of a hope bringer of at least 7th level is subject to an effect that allows a Will save with a duration greater than one round fails their save, that individual may then make a second Will save the following round at the same DC to end the effect. An individual may only receive one extra chance per effect.

Beginning at 11th level, whenever a hope bringer activates their beacon of hope ability all allies affected are instantly cured of any of the following conditions: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. Furthermore, the beacon negates any sleep effects and ends any additional effects from poison as per the neutralized poison spell. The beacon only cures these conditions when it is initially activated, individuals subjected to these conditions after it is activated are effected normally.

Whenever a hope bringer of 15th level or higher uses their beacon of hope ability, all allies in range receive the benefits of a haste spell for as long as they remain within the beacon's area of effect.

At 19th level, a hope bringer's beacon of hope grants those affected by it immunity to negative energy and death effects, as per the spell death ward.

Surge of Resolve (Su): As an instantaneous action, a hope bringer of 4th level or higher can grant an ally within 30 feet a morale bonus to attack rolls, saves, or skill and ability checks equal to the hope bringer's Cha modifier (if positive) for 1 round. This bonus stacks with the bonuses provided by the hope bringer's aura of hope and beacon of hope abilities, but does not stack with other morale bonuses. The hope bringer may use this ability a number of times per day equal to 1/2 their class level (rounded up) + their Cha modifier.
Starting at 10th level the duration of this bonus increases to 1d4 rounds, and at 16th level the bonus persists for 2d4 rounds.

Sustenance (Su): A hope bringer of 5th level or higher no longer needs to eat or drink.

Untarnished Health (Ex): A hope bringer of 8th level or higher becomes immune to disease and poisons.

Unfailing Resolve (Ex): A hope bringer of 11th level gains immunity to fear effects.

Mettle (Ex): At 13th level and higher, a hope bringer can resist magical and unusual attacks with great willpower or fortitude. If the hope bringer makes a successful Fortitude or Will save against an attack that normally would have a lesser effect on a successful save they instead completely negate the effect. An unconscious or sleeping hope bringer does not gain the benefit of mettle.

Tireless Spirit (Ex): A hope bringer of 14th level gains immunity to fatigue and exhaustion.

Lifeward (Ex): At 17th level and beyond, a hope bringer's lifeforce becomes warded against magical attacks. The hope bringer becomes immune to death spells and effects, energy drain and negative energy effects.

Hope Never Dies (Su): A hope bringer of 20th level masters the power of hope to such a degree that they can overcome death itself. If the hope bringer or an ally within the area of effect of their aura of hope ability is reduced to 0 or fewer hit points, the hope bringer can grant the subject the benefit of a heal spell (CL equals the hope bringer's class level) as an instantaneous action. The hope bringer may use this ability 3 times per day.

0: create water, cure minor wounds, daze, detect magic, guidance, light, mending, purify food and drink, resistance, virtue

1: bless, bless water, calm animals, charm animals, charm person, comprehend languages, cure light wounds, death watch, detect animals or plants, detect chaos/evil/good/law, detect undead, endure elements, entangle, entropic shield, goodberry, hide from undead, obscuring mist, protection from chaos/evil/good/law, remove fear, sanctuary, shield of faith, sleep, speak with animals

2: aid, augury, bear's endurance, bull's strength, calm emotions, consecrate, cure moderate wounds, daze monster, delay poison, eagle's splendor, enthrall, fog cloud, gentle repose, heroism, hold person, lesser restoration, make whole, owl's wisdom, remove paralysis, resist energy, shield other, soften earth and stone, status, wood shape, zone of truth

3: continual flame, create food and water, cure serious wounds, daylight, deep slumber, dispel magic, good hope, helping hand, invisibility purge, locate object, magic circle against chaos/evil/good/law, neutralize poison, plant growth, prayer, protection from energy, quench, remove blindness/deafness, remove curse, remove disease, searing light, sleet storm, speak with dead, speak with plants, stone shape, suggestion, water breathing, water walk, wind wall

4: air walk, charm monster, command plants, control water, cure critical wounds, death ward, dimensional anchor, divination, discern lies, dismissal, freedom of movement, ice storm, imbue with spell ability, lesser geas, lesser globe of invulnerability, repel vermin, restoration, sending, spell immunity, tongues

5: atonement, break enchantment, commune, control winds, dispel chaos/evil/good/law, greater heroism, hold monster, mark of justice, mass cure light wounds, plane shift, raise dead, scrying, spell resistance, transmute mud to rock, transmute rock to mud, tree stride, true seeing, wall of stone, wall of thorns

6: banishment, find the path, geas/quest, greater dispel magic, heal, heroes' feast, liveoak, mass bear's endurance, mass bull's strength, mass cure moderate wounds, mass eagle's splendor, mass owl's wisdom, mass suggestion, move earth, stone tell, transport via plants, wind walk, word of recall

7: animate plants, control weather, ethereal jaunt, greater restoration, greater scrying, mass cure serious wounds, mass hold person, refuge, regenerate, repulsion, resurrection, sunbeam, transmute metal to wood

8: antimagic field, control plants, dimensional lock, discern location, greater spell immunity, mass charm monster, mass cure critical wounds, mindblank, moment of prescience, sunburst, temporal stasis, whirlwind

9: astral projection, ethrealness, foresight, mass heal, mass hold monster, storm of vengeance, shambler, true resurrection

Lanth Sor
2019-11-04, 10:23 AM
Pensive

https://ci.memecdn.com/7166858.jpg


Adventures:

Characteristics:

Alignment:

Religion:

Background:

Races:

Other Classes:

Role:

GAME RULE INFORMATION
Dragon priests have the following game statistics
Abilities:
Alignment: Any
Hit Die: D12
Starting Age: As wizard
Starting Gold: As cleric

Class Skills:
Bluff, Concentration, Craft, Diplomacy, Gather Information, Knowledge (arcana), Knowledge (history), Knowledge (religion), Profession, Spellcraft
Skill Points at 1st level: (4 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence Modifier



LevelBABFortRefWillSpecial Strikes Boosts Counters Stances



1st+1+2+0+2 Measured Strikes +1d6 2 1 1 1



2nd+2+3+0+3 Contemplative Skill 2 2 1 1



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



4th+4+4+1+4 - 2 2 2 2



5th+5+4+1+4 Measured Strikes +2d6 3 2 2 2



6th+6/+1+5+2+5 - 3 3 2 2



7th+7/+2+5+2+5 - 3 3 3 2



8th+8/+3+6+2+6 - 3 3 3 3



9th+9/+4 +6+3 +6 - 4 3 3 3



10th+10/+5+7+3+7 Measured Strikes +3d6 4 4 3 3



11th+11/+6/+1+7+3+7 - 4 4 4 3



12th+12/+7/+2+8+4+8 - 4 4 4 4



13th+13/+8/+3+8+4+8 - 5 4 4 4



14th+14/+9/+4+9+4+9 - 5 5 4 4



15th+15/+10/+5+9+5+9 Measured Strikes +4d6 5 5 5 4



16th+16/+11/+6/+1+10+5+10 - 5 5 5 5



17th+17/+12/+7/+2+10+5+10 - 6 5 5 5



18th+18/+13/+8/+3+11+6+11 - 6 6 5 5



19th+19/+14/+9/+4+11+6+11 - 6 6 6 5



20th+20/+15/+10/+5+12+6+12 Measured Strikes +5d6 6 6 6 6




Class Features

Weapon and Armor Proficiency: A pensive is proficient with all simple weapons. Pensives are proficient with light armor and shields (but not tower shields).

Measured Strikes: Whenever a pensive makes an attack not modified by a strike, spell, power, sneak attack, or similar effect they deal an additional 1d6 weapon damage. This damage is multiplied on critical hits. At every 5th level this damage increases by 1d6, +2d6 at 5th, +3d6 at 10th, +4d6 at 15th, +5d6 at 20th, etc.

Fury: The Pensive has a pool of fury they can draw on to power their maneuvers. This pool has a maximum value of their constitution score, or class level + constitution modifier, whichever is greater. Each time a pensive is dealt a critical hit they gain 4 fury.

Calm: The pensive has a pool of calm they can draw on to power their maneuvers. This pool has a maximum value of their wisdom score, or class level + wisdom modifier, whichever is greater. Calm is recovered at a rate of 1 + wisdom modifier (if positive) on each round a rage point is not gained.

Pensive Maneuvers: A pensive does not learn maneuver from any school, instead they have a selection of abilities function identically to martial maneuvers. Their Initiator level is equal to their pensive level plus half other levels, and they can only learn maneuvers of a level no higher than half (IL+1).

The pensive does not expend maneuvers instead they have all maneuvers ready at all times, and must spend resources to initiate a maneuver.

At 4th level, the pensive can replace one of their maneuvers/stances with a new one they qualifies for, from that category (the new one doesn't need to be of the same level of the older one). The process takes 1 day per level of the new maneuver/stance and costs the same as a spell scroll of the same level.

Contemplative Perfection: The Pensive chooses one stance to have active at all times, one strike to always apply to their attacks, one boost to always be active, and one counter to always go off when its condition is triggered. These effects do not count towards any limitations, IE normally you can only maintain 1 stance. These effects cannot be deactivated or forcibly ended. This ability cannot be retrained. Any costs related to the chosen maneuvers are removed.

Lanth Sor
2019-11-04, 10:41 AM
Strikes


Smite
Level: Fury 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

You give into your primal instinct and lash out.

Make an attack that adds Wisdom modifier to hit your IL to damage. Gain 2 fury.

Furious Swing
Level: 1
Initiation Action: As an attack
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

Make an attack with a -1 penalty to hit per odd level, and +2 damage per -1 to hit. When attacking with a two handed weapon the bonus increases to +3 to damage per -1 to hit. This cannot be used in conjunction with power attack. If the attack hits gain 1 fury, and if it misses gain 4 fury.

Incision
Level: Calm 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

Make a single attack and expend 1 calm, if the attack hits the attack deals normal damage and your measured strike damage as bleed. This attack does not generate fury.

Viscous Strikes
Level: 1
Initiation Action: As an attack
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

When a vicious strike hits an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder at the cost of 1 fury. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. At the 5th level and every 5 levels there after this damage increases by 2d6 and 1d6.



Mighty Leap
Level: Fury 2
Initiation Action: 1 swift action
Range: Personal; See text.
Target: One creature
Duration: Instantaneous

By expending 2 fury you may jump up to close range(25ft + 5ft/2 IL). You may spend 4 fury to increase the range to medium(100ft + 10ft/IL), 6 fury to increase the range to Long(400ft + 40ft/IL), or 8 fury to increase the range to regional( 1 mile +1 mile/IL).

-
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


Whirlwind
Level: 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

Make a single attack against every enemy in reach.

Fury: Gain 1 fury per enemy hit.

Bash
Level: Fury 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

Make a melee attack and expend 1 fury. If you hit a corporeal opponent smaller than yourself with bash, your opponent must succeed on a Reflex save (DC=damage dealt) or be knocked flying 10 feet in a direction of your choice and fall prone. You can only push the opponent in a straight line, and the opponent can’t move closer to you than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

-
Level: 3
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 3
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


-
Level: 4
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 4
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 4
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


-
Level: 5
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 5
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 5
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


-
Level: 6
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 6
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 6
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


Unearth
Level: Fury 7
Initiation Action: 1 standard action
Range: 50ft range increment
Target: One creature
Duration: Instantaneous

By expending your remaining fury, rip a massive chunk of earth up and hurl it at your enemy. Make a ranged touch attack against the target dealing 2d6 bludgeon/piercing damage per fury expended.

-
Level: 7
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


-
Level: 8
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 8
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


Moment of Perfect Clarity
Level: Fury 9

As the diamond mind martial maneuver of the same name. You must expend 9 fury to initiate this maneuver.

Perfect Strike
Level: 9
Initiation Action: Standard Action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

Make a single attack against you




Boosts


-
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


Mighty Leap
Level: Fury 2
Initiation Action: 1 swift action
Range: Personal; See text.
Target: One creature
Duration: Instantaneous

By expending 2 fury you may jump up to close range(25ft + 5ft/2 IL). You may spend 4 fury to increase the range to medium(100ft + 10ft/IL), 6 fury to increase the range to Long(400ft + 40ft/IL), or 8 fury to increase the range to regional( 1 mile +1 mile/IL).

-
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


Focused Action
Level: Calm 3
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

You may expend 3 calm to take 10 your next roll. At IL 10 the you instead take 12, at IL 15 you instead take 14, at IL 20 you take 16. You may use this to "take 10" even when normally not able for any reason including the skill not allowing you to.

Force the Matter
Level: 3
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Instantaneous

You may expend 3 fury to gain +15 to a skill roll. You may expend additional fury to increase the bonus by 5 per additional fury expended.

-
Level: 3
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


-
Level: 4
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 4
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 4
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


-
Level: 5
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 5
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 5
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


-
Level: 6
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 6
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 6
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


-
Level: 7
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 7
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


-
Level: 8
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
Path of Fury
Level: 8
Initiation Action: 1 standard action
Range: Self
Area: 80-ft.-radius emanation
Target: One creature
Duration: 1 round

You become the epicenter of the earthquake spell. The earthquake shakes with each of your steps and applies to any square the emanation covers until the start of your next turn.



-
Level: 9
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 9
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-

Lanth Sor
2019-11-04, 01:08 PM
Counters


Dodge Roll
Level: Calm 1
Initiation Action: 1 immediate action
Trigger: Attack roll is made against you.
Range: 5ft.
Target: One creature
Duration: Instantaneous

Gain a dodge to AC bonus vs the triggering attack equal to your current calm pool. After the attack is resolved you move 5ft in any legal direction as if you had made a 5ft step, and expend 1 calm.

Fury: If the attack hits gain 2 fury.

-
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


Skill Over Failure
Level: Calm 2
Initiation Action: 1 immediate action
Trigger: Fail a skill check.
Range: personal
Duration: Instantaneous

When initiating this maneuver you must expend 2 calm. You reroll the skill check, but must take the second roll.

-
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


Bloodied Glee
Level: Fury 3
Initiation Action: 1 immediate action
Trigger: You take damage.
Range: Personal
Duration: Instantaneous

Gain 1 fury per damage die taken or per 10 damage taken, which ever is greater.

-
Level: 3
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 3
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


Undying
Level: 4
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 4
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 4
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


-
Level: 5
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 5
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 5
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


-
Level: 6
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 6
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 6
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


-
Level: 7
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 7
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


-
Level: 8
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 8
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-


-
Level: 9
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-
-
Level: 9
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

-



Stances
Each stance provides a Fury: section, this section denote a new way the pensive can gain fury.


Measured Stance
Level: Calm 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active measured strikes adds 1/5th your current calm to its damage.
At initiator level 5 this increases to 1/4th your current calm to its damage.
At initiator level 9 this increases to 1/3th your current calm to its damage.
At initiator level 13 this increases to 1/2th your current calm to its damage.
At initiator level 17 this increases to your current calm to its damage.

Fury: Gain 1 fury on any hit that deals measured strike damage.

Focused Stance
Level: Calm 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active add 1/5 current (Calm - Fury) to one skill chosen upon entering the stance.
At initiator level 5 this increases to 1/4th current (Calm - Fury) to one skill chosen upon entering the stance.
At initiator level 9 this increases to 1/3th current (Calm - Fury) to one skill chosen upon entering the stance.
At initiator level 13 this increases to 1/2th current (Calm - Fury) to one skill chosen upon entering the stance.
At initiator level 17 this increases to equal current (Calm - Fury) to one skill chosen upon entering the stance.

Fury: Each time a skill check is failed gain 2 fury.

Rolling Defense Stance
Level: Calm 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active gain dodge bonus to AC equal to your number of measured strike die.

Fury: Each time you are hit with an attack gain 1 fury.

- Stance
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active

Fury: Each time you are hit with an attack gain 1 fury.


- Stance
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active


Fury: Each time you are hit with an attack gain 1 fury.

- Stance
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active


Fury: Each time you are hit with an attack gain 1 fury.

Sanctioned
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active any aggressive action against you requires a will save to initiate. Recover an additional 2 calm each round. If you preform an action prohibited by the spell sanctuary you are forced out of the stance.

Fury: Each time you are hit with an attack gain 4 fury.



Blood Quenched
Level: Fury 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active, heal 1d4 hp per fury spent.

Fury: Each time someone else is healed in 120ft of you gain 1 fury.

Unseen
Level: 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active you are invisible per the spell. Any time the invisibility would be broken you are forced out of the stance.

Fury: Gain 5 fury if someone else breaks you invisibility.

- Stance
Level: 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active

Fury: Each time you are hit with an attack gain 1 fury.



-
Level: 4
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active


Fury: Each time you are hit with an attack gain 1 fury.

- Stance
Level: 4
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active


Fury: Each time you are hit with an attack gain 1 fury.

- Stance
Level: 4
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active

Fury: Each time you are hit with an attack gain 1 fury.


- Stance
Level: 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active


Fury: Each time you are hit with an attack gain 1 fury.

- Stance
Level: 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active


Fury: Each time you are hit with an attack gain 1 fury.

- Stance
Level: 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active

Fury: Each time you are hit with an attack gain 1 fury.


- Stance
Level: 6
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active


Fury: Each time you are hit with an attack gain 1 fury.

- Stance
Level: 6
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active


Fury: Each time you are hit with an attack gain 1 fury.

- Stance
Level: 6
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active

Fury: Each time you are hit with an attack gain 1 fury.


Avatar of Wrath
Level: 7
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active grow two size categories, reduce any damage taken by 10 per fury spent.


Fury: Gain fury each round equal to the number of creatures larger than you.

- Stance
Level: 7
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active

Fury: Each time you are hit with an attack gain 1 fury.



-
Level: 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active

Fury: Each time you are hit with an attack gain 1 fury.

-
Level: 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance


Fury: Each time you are tripped gain 4 fury.


Absolute Calm
Level: 9
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While this stance is active, you only count as a type or subtype if it would be beneficial, and you gain DR x/- where x is your current calm. You gain the benefits of the spell true seeing with a range of your sight. You receive instantaneous warnings of impending danger or harm. You are never surprised or flat-footed. In addition, the stance gives you a general idea of what action you might take to best protect yourself and gives you a insight bonus to Hit, AC, and all saves. The bonus is equal to 1/2 your max calm. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.

You must have less fury then your wisdom modifier + 1 to enter absolute calm. While in absolute calm you cannot gain fury and entering the stance removes your current fury.

You become fatigued when you leave absolute calm. If in absolute calm your base wisdom modifier rounds you are instead exhausted upon leaving. If in absolute calm for twice your base wisdom modifier rounds you are instead are unconscious upon leaving. These effects last 1 hour after leaving the stance. These effects are not the actual conditions and any immunities do not apply.

Fury: Each time you gain fury half the fury gained.

Pristine Instinct
Level: 9
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Entering this stance expends all of your current fury. While this stance is active, add the expended fury as an morale bonus to all damage dealt and to all ability scores. You cannot be flat-footed or surprised. You cannot use non-lethal force. Additionally all your move speeds are doubled.

You gain 2 fury per round in Pristine Instinct before modifiers.

You become fatigued when you leave pristine instinct. If in pristine instinct your base constitution modifier rounds you are instead exhausted upon leaving. If in pristine instinct for twice your base constitution modifier rounds you are instead are unconscious upon leaving. These effects last 1 hour.

Fury: Each time you gain fury double the fury gained.

Silva Stormrage
2019-11-10, 04:58 AM
Conduit

https://i.pinimg.com/originals/a4/17/82/a41782ed6e60dbad7b5caf6527cec734.jpg?fbclid=IwAR1z tcWesAd5nBCFcIYIEu7DFEB7TWYyLy3ozVmeeUQO6lw7CiF-_dYwApQ


This is not a fight you wish to have, your mind is not capable of withstanding the maelstrom of my magic - Sylnesh Moonwhisper, Elven Conduit

Info: The plane of shadows is a plane of infinite darkness, a shadowy reflection of the material plane. Objects, people and all manner of things can be found reflected on the malleable plane. But these things are often not a 1-1 reflection of their forms on the material plane. Buildings are warped and locations and stretched and displaced when reflected on the plane of shadows. While many travelers and scholars focus on the physical objects displaced and warped due to the obviousness of their transformation they neglect other things shifted and warped in their reflection of the plane of shadows. Thoughts and emotions neatly trapped in a being’s mind on the material plane can find themselves freed and spread about on the plane of shadows, a building who houses a being drenched in despair can find it’s shadowy equivalent imbued with those emotions. Likewise a garden of a joyful child might have lingering remnants of hope imbued in the corresponding location in plane of shadows. Even simply wandering in the plane of shadows might have a travelers idle thoughts leak out from their mind harmlessly and seep into the surroundings. In fact these lingering emotions and thoughts can often form the undead that occasionally wander the plane.

Conduits are shadowcasters who specialize in drawing in and manipulating these emotions on the plane of shadows. They can cast mysteries as normal shadowcasters but excel at casting mysteries relating to the mind causing fear and hope to spring up. Drawing in these ephemeral echoes of emotions from the plane of shadows is actually easier to channel than raw shadowstuff but it can be exceptionally more dangerous as Conduits expose themselves to the very thoughts and emotions that they are channeling which can drive those not focused and centered to be driven insane.

Adventures: Conduits are not particularly common in the first place as shadow magic is not a well practiced school of magic in most settings. Those that uptake the calling tend to adventure to find lost pieces of lore or to journey with friends and other companions. The call to adventure depends on each Conduit and their reason for picking up the mantle of a Conduit in the first place.

Characteristics: Conduits are often thought of as stoic and introverted individuals. They have to have a powerful will and keen sense for emotions in order to survive the emotional influences they receive from their magic and keep themselves sane. This characteristic makes them good companions for those wanting a steadfast and insightful advisor. Because they channel their shadow magic via intuition they need to make a connection with the plane of shadows and form the mysteries they need for the day with force of will rather than precise arcane knowledge they are often less often from schools and universities compared to regular wizards and shadowcasters.

Alignment: Conduits don't tend to follow any particular alignment. Many find themselves neutral aligned and some have a slight tendency towards law just due to their nature of being self disciplined but its not a hard fast rule.

Religion: Conduits aren't generally religious though some find solace in other powers and use that strength of faith to maintain their will when channeling their mysteries.

Background: Conduits are most often tutored by another Conduit, shadow magic is rare as it is, a particular branch of shadow magic focused on channeling raw emotions through one’s self isn’t particularly popular.

Races: Conduits often come from races with a culture of stoicism or endurance. Those from cultures which focus on enduring hardships in order to achieve your goals are more likely to accept the sometimes brutal nature of Conduit’s magic.

Other Classes: Conduits often work well with Clerics and Druids due to their shared outlook on dedication and will. Interestingly enough they can often find companions with rogues and beguilers, having a variety of stealthy options to help those companions while also understanding the social situations that might drive many rogues to fall to thievery and such.

Role: The main role a Conduit plays is that of a primary spell caster. They in particular excel in debuffs and mind affecting abilities and also have quite a knack for stealth and subterfuge as well as scouting.


GAME RULE INFORMATION
Conduits have the following game statistics.
Abilities: Wisdom is the most important ability for Conduits by far. Not only is it the ability score related to their mysteries DC and other effects, but it also increases their will save and thus their passion channeling bonus and various other class features. Intelligence is also important for casting higher level mysteries and for improving their spellcraft skill which in turns increases their passion channeling bonus. Dexterity is important for the various stealth skills shadow magic is good at improving such as hide/move silently and sleight of hand.

Hit Die: d6
Starting Age: As Wizard.
Starting Gold: As Wizard

Class Skills
The Conduit’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis),

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

Conduit


Level
Base Attack Bonus
Fort
Ref
Will
Special
Mysteries


1st

+0

+0

+0

+2
Mind Flay (1d6), Fundamentals, Apprentice Mysteries, Passion Channeling
2


2nd

+1

+0

+0

+3
Focused Will (+1)
3


3rd

+1

+1

+1

+3
Mind Flay (2d6), Umbral Counterpart (Lesser)
4


4th

+2

+1

+1

+4
Talent
5


5th

+2

+1

+1

+4
Mind Flay (3d6), Mind Shards (1) Void Sense (Basic)
6


6th

+3

+2

+2

+5
Focused Will (+2)
7


7th

+3

+2

+2

+5
Mind Flay (4d6) Initiate Mysteries
8


8th

+4

+2

+2

+6
Fundamentals (At Will), Talent
9


9th

+4

+3

+3

+6
Mind Flay (5d6), Umbral Counterpart (Greater)
10


10th

+5

+3

+3

+7
Void Sense (Lesser), Focused Will (+3)
11


11th

+5

+3

+3

+7
Mind Flay (6d6), Mind Shards (2)
12


12th

+6

+4

+4

+8
Talent
13


13th

+6

+4

+4

+8
Mind Flay (7d6),Master Mysteries
14


14th

+7

+4

+4

+9
Focused Will (+4)
15


15th

+7

+5

+5

+9
Mind Flay (8d6), Void Sense (Greater), Umbral Counterpart (Perfect)
16


16th

+8

+5

+5

+10
Talent
17


17th

+8

+5

+5

+10
Mind Flay (9d6), Mind Shards (4)
18


18th

+8

+6

+6

+11
Focused Will (+5)
19


19th

+9

+6

+6

+11
Mind Flay (10d6)
20


20th

+10

+6

+6

+12
Thematic Weaving, Void Sense (Perfect), Talent
21


Weapon and Armor Proficiencies: Conduits are proficient with all simple weapons as well as light armor but not shields.


Fundamentals of Shadow (Su): As a Conduit, you must master certain basic powers before proceeding to deeper secrets of shadow. These powers, known as fundamentals, function as supernatural abilities usable three time per day. You begin play with three fundamentals and gain an additional fundamental at 4th level and every four additional levels beyond 4th. At 8th level you can use your fundamentals an unlimited number of times per day as long as your Umbral Counterpart is summoned and alive. If your Umbral Counterpart is destroyed you are still limited to using each fundamental three times per day and you can't use a fundamental anymore that day if you have already used it three times that day. You can, when gaining a new level, choose a new fundamental in place of another mystery. When choosing a fundamental, you can "relearn" an already known fundamental, thus gaining another set of uses of that fundamental per day. The save DC of any fundamental is equal to 10 + your Wis modifier.

Mysteries and Paths: You do not cast spells as other classes do, but instead invoke mystical secrets called mysteries. You know two mysteries at 1st level and gain one additional mystery every class level but can learn additional mysteries beyond this (See Umbral Counterpart Below). Up to 6th level, you can learn only apprentice mysteries. At 7th level, you gain access to initiate mysteries, and at 13th level you become able to use master mysteries. You can choose your new mystery from any category you have access to (including fundamentals). For instance, at 8th level, you could select either a fundamental, an apprentice mystery, or an initiate mystery.

Shadow magic progresses in very specific stages, the ephemeral mysteries of the plane of shadows need to be grouped together with other similar mysteries to be given proper form. Unlike regular shadowcasters however you may "jump ahead" in a path and you do not need to grab each previous mystery in a path to grab the next one. However, you do gain a bonus feat for each path you know all of the mysteries of. Mysteries learned from your Umbral Counterpart do not count for completing a path for this purpose. You must meet the prerequisite(if any) in order to select a feat as a bonus feat. The list of feats you can select includes any metamagic feat (as described in the Player's Handbook), Favored Mystery, Greater Path Focus, Nocturnal Caster, Path Focus, Shadow Vision, and any metashadow feat.

In order to learn a mystery you must have a base caster level of at least enough to cast the mystery (CL 1 for 1st level mysteries, CL 3 for 2nd CL 5 for 3rd, etc). A base caster level in this instance refers to your caster level for all mysteries not just specific ones without taking into account magic items or other temporary bonuses to caster level. You can learn any mysteries available to the Shadowcaster (See Tome of Magic and Below for Additional Mysteries)

Mysteries represent thought patterns and formulae so alien that other spells seem simple in comparison. As you progress, however, you connection to the Plane of Shadow grows stronger, and your mysteries become more ingrained in your essence. When you are capable of casting only apprentice mysteries, you cast them as though they were arcane spells. They all have somatic components, armor-based spell failure chance, and are subject to interruption (but they do not require verbal components). Whenever you cast a mystery as an arcane spell, observers can make a DC 15 Spot Check to note that your shadow is making different gestures from the ones you make when you cast the mystery.

At 7th level, when you become capable of casting initiate mysteries (whether or not you choose to learn any your apprentice mysteries become so much a part of you that they now function as spell-like abilities, and they no longer require somatic components. You new initiate mysteries (when you learn them) function as arcane spells and follow the rules described above.

When you reach 13th level and become capable of casting master mysteries, another chance occurs. Your master mysteries now function as arcane spells, and your initiate mysteries function as spell-like abilities. Your apprentice mysteries become supernatural abilities and their saving throw DC becomes 10 + 1/2 Conduit Level + Wisdom Modifier.

Unlike other Shadowcasters you can't learn a mystery more than once to gain multiple sets of uses.

You can use each mystery you know a certain number of times per day depending on whether it is cast as a spell(twice), a spell-like ability(three times), or a supernatural ability(four times). The allotments per level only apply if you are able to cast mysteries of the level indicated. For example, if you choose breadth over depth and know no 4th-level mysteries as a 7th-level shadowcaster, you cannot take advantage of the one use per mystery per day. Unlike spellcasters, you don't get bonus mysteries for a high ability score, but see Passion Channeling below . You must rest for 8 hours and meditate for 15 minutes each day to regain use of mysteries just as a sorcerer or bard must rest and meditate to regain use of spell slots. After you have meditated to regain the use of mysteries you select one mystery per base caster level that you know, either from being selected upon leveling up or from your Umbral Counterpart (See Below). These are the only mysteries that you can cast for the day until you regain uses of mysteries again. You must have at least 2 mysteries from the level below to select a mystery from the level above it (You must have 2 1st level mysteries selected for the day to select a 2nd level one for example).

In order to cast a mystery, you must have an Intelligence score of at last 10 + the mystery's level. The save DC for your mysteries equals 10 + mystery level + your Wis modifier. Even though as a Conduit you do not "cast spells" in the traditional sense, your levels in this class count for the purposes of determining your overall caster level.

Passion Channeling: (Su) The Conduit channels thoughts and fleeting emotions lingering in the plane of shadows by their material plane counterparts. While these thoughts and emotions are more fluid to channel than raw shadowstuff that shadowcasters normally deal with, they also carry risks and can drive the caster insane with intrusive and disruptive thoughts and alien emotions. Still this risk gives them a better ability to cast "Void Mysteries" which are detailed below. Void Mysteries are specific paths of mysteries concerning themselves with this field of shadow magic and require a passion channeling check in order to cast without backlash. Characters without this class feature take a -5 on all passion channeling checks when trying to cast such mysteries. A character's passion channeling bonus is equal to their will save plus their bonus to spellcraft checks.

The Conduit can also each day spend 10 minutes meditating in shadowy illumination to regain the use of one mystery she has cast this day. She may regain a number of mystery uses equal to her intelligence modifier in this way in a given day but not more than once per mystery. Each time she does so however she must make a passion channeling check against a dc equal to the passion channeling DC of the mystery or take 1 point of ability damage in all of her mental ability scores.

Mind Flay: (Sp) The main offensive tool for any Conduit. As a standard action they channel raw essence of the shadow plane and use it to inflict horrific mental pain upon a target within medium range (100ft +10ft/CL). A continuous purplish beam shoots out from the Conduit to the target automatically hitting and inflicting the indicated amount of damage to the target. This attack is highly disorientating to the target and halves the targets move speed and inflicts a -1 penalty to attack rolls, armor class, spot and listen checks and will saves for as long as mind flay is channeled on the target and one round after. These penalties increase by 1 for every 5 caster levels of the Conduit. A successful will saving throw halves the damage and prevents the application of the penalties but does not remove them if the target has already failed a saving throw. The saving throw for this ability is 10 + 1/2 the Conduit's Class Level + their Wisdom Modifier.

The damage of this ability increases by one point of damage per damage die per point of wisdom penalty the target has. Thus at level 5 a Conduit hitting a target with 8 wisdom would deal 3d6+3 damage because of the target's -1 penalty to wisdom.

The Conduit can maintain this effect with concentration as a move action until the target dies or she loses concentration or loses line of sight or line of effect to the target, repeating the damage at the start of her turn. Maintaining this effect requires the use of one free hand and she may only have one mind flay active at a time and unlike most other abilities she may cast mysteries or other effects while channeling mind flay. This is a mind affecting spell like ability which can be used at will and is treated as a spell of the enchantment school for purposes of effects.

Focused Will: (Ex): At 2nd level the Conduit’s meditation and iron will hardens allowing them to whether all sorts of mental assaults. They gain the indicated number as a bonus to will saves. This bonus increases by 1 every 4 levels after 2nd, (+2 at 6th, +3 at 10th, etc).

Umbral Counterpart: (Su): At 3rd level the Conduit constructs a duplicate of themselves made via raw shadowstuff in an 8 hour long ritual. Once summoned this construct lasts until destroyed. Upon reaching level 3 the Conduit must select one of three tracks for their Umbral Counterpart. Hope, Discipline or Despair, this choice can’t be changed and determines the abilities and appearance of their Umbral Counterpart. The Umbral Counterpart’s true form regardless of the track is a featureless version of the Conduit made from black shadows. The various appearances displayed are illusionary and a true seeing or similar effect reveal the true appearance of the counterpart.

Counterparts have half the amount of hit points as the Conduit and have the incorporeal subtype and are mindless. They can not attack, use mysteries or other spell like, supernatural or extraordinary abilities beyond the ones they gain for their track (See below). Otherwise they share the same statistics as the Conduit, AC, Saves, Ability Scores, etc. The Conduit shares senses with the counterpart and controls it perfectly. The counterpart can't go beyond 100ft from the Conduit however, and if it does for some reason it dissipates and reforms next to the Conduit in the next round.

Counterparts have another critical function beyond their use as a scout and their track abilities however, and thats for the Conduit to bolster their shadowcasting and to channel emotions through. Even the most steadfast of Conduits can't reliably manage the emotional backlash of channeling their power easily. Thus they create their counterparts and let their counterparts suffer most of the backlash from channeling the raw shadowstuff of the planes. While active she gains a +5 bonus on any passion channeling checks and reduces the ability damage they suffer when failing these checks by 1 point per score. These counterparts also act act as a makeshift spellbook for the Conduit. Whenever the Conduit encounters a mystery she does not know, either from observing it and successfully making a spellcraft check to identify it or from a scroll or similar item. She may within 24 hours of observing the mystery have her counterpart remain motionless and meditate for an hour per spell level of the mystery to store that mystery within itself. If the mystery was in a scroll or similar item this destroys the item, if it was simply observed than the Conduit needs to provide 50gp per spell level for material components for the ritual. Since the Counterpart is tied to the Conduit she must remain within range of the Counterpart for the entirety of this ritual or it is disrupted.

If destroyed the counterpart is automatically resummoned 24 hours after it was slain next to the Conduit. While it is destroyed the Conduit can't cast any mysteries stored in the Counterpart and any such mysteries she had prepared for the day immediately lose their uses for that day when the counterpart is initially slain.


Description: Hope Umbral Counterparts look like a more regal version of the Conduit. Their clothes turn white and gold trimmed and their face often shows a calm and joyful expression. Wings and various appendages tend to take on a more celestial and angelic appearance than normal. Hope Counterparts can transfer and dispel fear and other harmful emotions from allies.
Lesser Abilities: While the counterpart is active the Conduit and all allies within 10ft of the counterpart are immune to fear, pain or effects relying on negative emotions such as the spell Crushing Despair. If they move near the counterpart while already such an effect it is suppressed while they remain within range of the counterpart. Allies within the radius can still feel pain but it is simply not debilitating for them.
Greater Abilities: The counterpart now removes ongoing fear effects from allies instead of merely suppressing them. In addition, allies are inspired and motivated while within 10ft of the counterpart and now the conduit and any ally within 10ft of the counterpart gains a +2 morale bonus on saving throws, skill checks and attack rolls while they stay within range.
Perfect Abilities: The counterpart can now as a standard action touch a creature and grant them a surge of hope. For an hour the creature is always treated as if within 10ft of the counterpart and gains a +20ft bonus to movement speed and +4 enchantment bonus to all ability scores. And they heal 10 nonlethal damage each round. The Counterpart can only do this a number of times per day equal to the Conduit's wisdom modifier.



Description: Discipline Umbral Counterparts look identical to the Conduit themselves except their face is featureless. Discipline Counterparts allow the Conduit to more easily channel emotions through the counterpart and improve their Passion Channeling ability.

Lesser Abilities: While the counterpart is active the Conduit's passion channeling bonus is increase by 5, in addition every round the conduit or an ally starts their turn within 10ft of the counterpart they gain 5 temporary hit points that last a single round. The counterpart gains double this amount of temporary hit points each round and the temporary hit points are represented as a faint white transparent shield surrounding the target which shatters when the hit points are expended. In addition, the ability damage inflicted by failing a passion channeling check is reduced by 1 per ability score while this counterpart is active.
Greater Abilities: The amount of temporary hit points improves to 20 hit points and they last for one minute before being expended. In addition, the conduit no longer is required to make a passion channeling check in order to regain uses of mysteries as described in their passion channeling class feature and can regain uses of a single mystery three times per day instead of only once a day using that class feature.
Perfect Abilities: The temporary hit points granted by the counterpart improves to 40. The Conduit can now automatically redirect any mind affecting effect targeting her and make it target her counterpart instead. Since the counterpart is immune to mind affecting abilities this effectively renders the conduit immune to mind affecting abilities.



Description: Despair Umbral Counterparts look like the Conduit except their clothes take on a more dark and drab appearance and a veil of shadows covers the counterpart’s face and orbs of darkness float around their head. Despair counterparts draw hope and joy from enemies.
Lesser Abilities: No enemies within 10ft of the Counterpart can benefit from any morale bonuses as their hope and effects of those abilities are leeched into the umbral counterpart and those abilities are effectively suppressed while within the radius. The counterpart also gains an incorporeal melee touch attack, those hit by this attack gain a -2 penalty to AC, attack rolls, skill checks and saving throws for one minute. This touch is a mind affecting ability.
Greater Abilities: The counterpart's melee touch attack also embeds one mind shard into the target's psyche and the penalties inflicted are increased by 1. While enemies are within 10ft of the counterpart they lose any immunity to fear they have unless the CL (Or HD if the effect has no caster level) is at least 3 higher than the conduit's caster level
Perfect Abilities: The counterpart automatically inflicts the effects of their touch attack on any enemy who starts their turn within 10ft of the counterpart as those enemies' minds are assaulted with intense feelings of horror and dread. In addition, the suppression of morale bonuses and immunity to fear lasts for one minute after leaving the counterpart's radius.

Talents: At 4th level and every 4th level after the Conduit gains a talent, a small modification or improved to an ability of theirs to represent personal training and study. The Conduit must meet all prerequisites of the talents she takes and once selected can’t be changed. A list of talents is below.



Umbral Stealth: You gain the Darkstalker feat as a bonus feat.

Darkened Form: When hiding your body can turn dark like a shadow making stealth much easier and you gain a +6 racial bonus to hide and move silently.

Shadow Step: You gain the Shadow Dancer's Shadow Jump class feature except you can jump a total of 10ft per caster per day.

Inner Darkness: You gain the Dark template for free without incurring any level adjustment.
Prerequisites: Umbral Stealth Talent, Darkened Form Talent, Conduit Level 12

Shadow Familiar: You gain the Shadow Familiar feat as a bonus feat regardless of not meeting the prerequisites.



Extended Mind Flay: Mind Flay's range is now increased to Long Range (400ft + 40ft/CL)

Supernatural Mind Flay: Mind Flay is now a supernatural ability, not provoking attacks of opportunity when cast, not being able to be disrupted via concentration and no longer being able to be resisted by spell resistance. The Conduit still needs to spend a move action each round to maintain the effect.

Dual Mind Flay: You can now maintain two Mind Flays at a single time, spending a move action to maintain each one. You must target two separate creatures with these Mind Flays and you must still activate each Mind Flay with its own standard action.

Improved Dual Mind Flay: You can now maintain your two Mind Flays with a single move action.
Prerequisites: Dual Mind Flay Talent

Exploit Weakness: Mind Flay now deals an extra two points of damage per dice for every point of wisdom penalty the target has instead of a single point of extra damage per dice.

Blackout: If a target fails a saving throw against Mind Flay by 5 or more points than they are stunned for one round from the overwhelming onslaught of mental damage.



Shard Sense: Your void sense becomes more attuned to certain types of mental states and you can automatically pinpoint the square of any creature within 100ft who has at least one mind shard embedded in them and they do not gain total concealment against you. Anything blocking Void Sense's normal sight still blocks this extra functionality.

Grant Vision: As a standard action with a touch you can grant a creature the ability to use your void sense class feature for one minute. The creature functions as if they had your void sense class feature for all purposes for one minute. The Conduit can use this ability once per day per point of wisdom modifier they have.

Greater Grant Vision: Now your grant vision talent lasts for 10 minutes instead of one minute.
Prerequisites: Grant Vision Talent

Clarity of the Void: You can see perfectly fine in magical darkness and gain darkvision 60ft. At level 10 you gain a +10 insight bonus to spot checks while observing things within at least shadowy concealment.

Discerning Clarity: You can ignore any illusionary based miss chance on a creature who you can perceive with your void sense.
Prerequisites: Clarity of the Void



Enduring Counterpart: Your Umbral Counterpart gains DR 10/- and Energy Resistance 10 to all energy types. At level 14 this improves to DR 15/- and Energy Resistance 20.

Efficient Storage : When your Umbral Counterpart meditates to learn a new mystery you reduce GP cost and time spent needed to meditate by 3/4ths. This doesn't reduce the GP cost when using a scroll or similar item.

Dark Counterpart : Your Counterpart now gains the dark template and can use your hide and move silently skill ranks when making the relevant skill checks.

Distant Counterpart : Your counterpart can now go within medium range (100ft + 10ft/HD) of your position before fading.

Scapegoat : Once per day as an immediate action when affected by a spell, spell like or supernatural ability you can transfer the effects of the ability to your Umbral Counterpart if it is summoned. You are no longer affected by the effect and instead your counterpart takes the full effect, failing any relevant saving throws automatically. This does not help protect any other creatures caught in the effect if it affected multiple creatures. At 10th level you can use this talent twice per day. At 20th you can use it three times per day.

Umbral Familiar: Your Umbral Counterpart and your familiar merge into one entity. Your familiar now gains the effects of the counterparts track abilities, any relevant talents boosting or affecting the counterpart as well as becoming incorporeal. Your familiar can now store mysteries just as your Umbral Counterpart could and retains any mysteries already stored in your counterpart. Upon dying your familiar no longer costs you experience points and can be resummoned as normal for an Umbral Counterpart. However, your familiar can now no longer go further than 100ft from your person without fading away. Finally you become unable to summon a regular Umbral Counterpart after taking this talent. If you spend 1000 GP and undergo a 24 hour ritual you can change your familiar to a different valid familiar you can select, you become unable to replace your familiar in any other manner.
Prerequisites: Shadow Familiar Talent



Fundamental Mastery: You select a single extra fundamental to learn and an additional one for every 4 CL you have. In addition, your fundamentals now have a saving throw DC equal to 10 + 1/2 your caster level + your wisdom modifier

Sudden Mysteries: Whenever you target a flatfooted creature with a mystery it's caster level and saving throw DC are both increased by 2 and you gain a +2 bonus on any relevant attack rolls related to the mystery.

Improved Mysteries: Whenever you select this talent select two mysteries that you have access to. Whenever you cast either mystery it is treated as one step higher than it normally would. For example, if it would normally be a spell it would be cast as a spell like ability, if it was normally a spell like ability it would be cast as a supernatural ability. This does not modify the actual number of times you can cast these mysteries per day. You can select this talent multiple times, its effects stack on the same mystery but you can not select the same mystery twice with one talent.

Flexible Talent: Now each day when you regain your uses of your mysteries for the day you can change which mysteries your Improved Mysteries talent affects. If you have improved Mysteries selected multiple times you can change all of the mysteries selected from all the talents.
Prerequisites: Improved Mysteries Talent

Improved Passion Channeling: Your passion channeling bonus is increased by 5. This talent can be selected multiple times, each time past the first it increases this bonus by 3.

Metashadow Focused Mystery: When you select this talent choose one mystery that you know. Now you can apply each metashadow feat you know to that mystery once per day without expending your use of the metashadow feat. You can only apply one metashadow feat to a particular casting of the mystery in this way. You can select this talent multiple times, each time selecting a new mystery.



Void Sense: (Su): At 5th level the Conduit becomes attuned to the plane of shadows and how it interacts with reality gaining the ability to view the cloud of emotions surrounding creatures as it leaks into plane of shadows. Starting at 5th level the Conduit can see a 10ft cloud of shadows surrounding a creature, this allows the Conduit to tell the general mood of the creature but is fairly vague. It does however, allow her to spot hiding and invisible creatures as long as the Conduit can still see the 10ft cloud of emotions surrounding them. This allows the Conduit to pinpoint their square but they still have total concealment against her. This is not a mind affecting ability and anything immune to mind affecting abilities still produces this cloud of emotions for the conduit to view. Mindless creatures however, do not produce this cloud for obvious reasons and creatures immune to divinations such as from being under the effect of the Mind Blank spell do not produce a visible cloud for the Conduit to see. This cloud does not obscure vision for the Conduit herself but can be seen even if the Conduit does not see the creature themself.

At 10th level their vision improves and they become able to see in darkness (Both Mundane and Magical) just as well as they could in light .

At 15th level the Conduit becomes able to better read the emotional state of the creatures she is observing and use that to her advantage gaining a +5 insight bonus to sense motive checks against those he can see with his Void Sense class feature.

At 20th level their void sense becomes unusually potent and the Conduit becomes able to see this cloud of emotions even if a creature is warded by Mind Blank or other non epic effects to block divinations.

Mind Shards: At 5th level the Conduit gains the ability to inflict raw portions of thoughts and emotions leeched from the plane of shadows to disrupt and drive people insane. Whenever a target fails a saving throw against Mind Flay they gain a number of "Mind Shards" embedded into their psyche equal to the number on the above table. The next time the creature fails a saving throw against a Void Mystery (See Above and Below) or a Mind Affecting Mystery the Conduit can cause these shards to detonate causing severe pain and mental damage to those afflicted. They take one point of ability damage in each mental ability score (Intelligence, Wisdom, Charisma) for each mind shard detonated in this manner. Mind Shards are a mind affecting ability and immunity to mind affecting abilities prevents them from forming or dealing damage upon detonation.

In addition, whenever a creature fails a saving throw against a void or mind affecting mystery cast from the Conduit they also gain a single mind shard which detonates in the same manner as mentioned above.

Mind Shards last until detonated and can't be removed by dispel magic or similar effects. It takes a break enchantment cast by a caster level 5 higher than the Conduit's or a miracle or wish to remove the shards.

Thematic Weaving: At the peak of their power a conduit develops a deep connection to the Plane of Shadows which manifests as an aura that can manipulate emotions and thoughts of those nearby. The effect of the aura depends on what type of Counterpart the Conduit has selected. Regardless of the choice the aura is a 30ft radius centered on the Conduit whose effects can be activated or deactivated with a swift action.

Hope: Allies within the radius find themselves inspired and optimistic. Every ally can reroll one d20 roll they make each round, this reroll must be spent after they roll but before they know whether it was a success or failure. They can take the better of the two rolls.
Discipline: All allies within the radius find themselves becoming more steadfast and determined, unwilling to let hardships and sorrow control them. Any creature attempting to use a void mystery in this aura automatically passes the passion channeling check in order to cast the mystery. In addition, every ally within the radius reduces all damage they take by 10 from all sources, this stacks with energy resistance and damage reduction but is not negated by effects that bypass those.
Despair: Enemies within the radius find their actions pointless and reality to be simply soul crushing. Enemies must make a will save each round (DC of 20 + the Conduit's Wisdom Modifier) or find themselves increasingly apathetic and have a 50% chance of simply standing around not acting on their next turn.




Extra Talent
You have studied extra hard and found an extra way to modify your abilities
Prerequisite: Conduit level 4
Benefit: You learn one additional talent that you qualify for.
Special: This feat may be selected multiple times, each time selecting a new talent each time. This feat can only be selected once for every 4 HD the character has.

Silva Stormrage
2019-11-10, 05:00 AM
New Mysteries and Paths Part 1

Fundamentals:
Displaced Shadows: Detect creatures within shadows.
Blend: Grants a +10 bonus to hide against far away creatures.
No Light: As the spell
Obscure Scent: Blocks creatures from smelling you.
Shadow Phase: While within shadows turn yourself briefly gaseous.
Flickering Shadows: Gain concealment for one round.
Subtle Step: Your actions can not wake up sleeping creatures


Void Mysteries:
Void Mysteries are a subset of standard mysteries that shadowcasters and other users of shadow magic can use. While most most users of shadow magic channel the raw malleable magical energies of the plane of shadows to power their effects void mysteries are different. They channel shadow magic using lingering thoughts and emotions left on the material plane from travelers or which formed from the echoes of the material plane as conduits for their power. While this method is much easier to channel and can result in slightly more powerful mysteries than standard shadow caster these thoughts can also intrude and contaminate the caster’s own mind. Thus Void Mysteries are a rare art that only the strong willed or desperate shadowcasters attempt.

They function identically to standard mysteries except as noted below and can be learned as normal. Whenever you cast a Void Mystery you must make a “Passion Channeling” check against the DC of the mystery. Failure by 10 or more causes the mystery to fail and the action to be wasted. Failing the check at all results in suffering mental trauma as the emotions and thoughts overpower the caster dealing 1d3 ability damage to all the caster’s mental ability scores. This ability damage bypasses all immunities the caster might have, they have to invite these emotions into their mind in the first place for the mystery to function. Failing by 20 or more causes the caster to go insane for one day as the lingering thoughts drive them fully insane. A shadow caster’s passion channeling bonus is equal to their spellcraft modifier plus their will saving throw bonus.

Apprentice Path Mysteries:

Apathetic Rest
1 Apathy: Causes a target to become indifferent towards most things.
2 Dull: Acts as Either Calm Emotions or puts a single target to sleep.
3 Apathy Mass: As apathy but for multiple targets.

Echoing Void
1 Enhance Emotion: Draw thoughts and feelings from the plane of shadows to enhance an emotion the subject is feeling.
2 Sympathy: Cause a target to feel the same way towards a topic as yourself.
3 Broadcast Emotion: Cause all creatures nearby the target to share the target’s emotional state.

Gathering Shadows
1 Siphon Hope: Gather hope and confidence from the plane of shadows and nearby creatures.
2 Purge Despair: Remove fear and other negative emotions from allies.
3 Mend Psyche: Repair emotional and mental damage from spells and other effects.

Haunting Absence
1 Induce Paranoia: Cause a target to become paranoid about enemies all around them causing them to become flanked.
2 Veil of Shadows: Form a mask of inky shadows which unnerves and obscures vision around a target.
3 Lurking Terror: Cause a subject to suffer horrifying hallucinations

Initiate Path Mysteries:

Horrific Melody
4 Cacophony of Emotions: Produces a loud wailing which can produce a wide array of emotions in those listening.
5 Whispers of the Void: Whispers infuse a wide area causing those listening to become panicked and confused.
6 Creeping Suggestion: Speak a suggestion to a large crowd and affect a large amount of the crowd after a few minutes.

Overwhelming Fervor
4 Mental Onslaught: Assault a creature with a swathe of emotions and thoughts.
5 Invoke Passion: Cause a creature to go nearly mad with an emotion for a brief period of time.
6 Mental Onslaught, Mass: As Mental Onslaught but affects all creatures within an area.

Relaxing Shade
4 Reinvigorate: Transforms damage to nonlethal and removes and fatigue from allies.
5 Nimble Shadows: Continuously siphons away fatigue from allies allowing them quick movements
6 Deep Rest: Put a target creature to sleep allowing them to regain a few spells or similar abilities.

Shattered Mind
4 Contest of Wills: Compare raw willpower between your foe.
5 Memory Tear: Rip away hours to days of the target’s memory
6 Haunting Demons: Sends haunting hallucinations into a target’s mind.

Master Path Mysteries:

Compelling Apparitions
7 Twisted Desire: Cause a subject to view all your words as if they were spoken by suggestion.
8 Umbral Compulsion: Causes a target to follow your commands during the night.
9 Haunted Path: Place a hidden enchantment on an area causing those who walk through it to suffer a suggestion effect.

Creeping Madness
7 Psyche Implosion: Drive a creature mad with horrific visions.
8 Utternumb: Create a large radius of shadows and darkness which shuts off most senses of creatures and damages their mind.
9 Corruptive Madness: Infect a single creature with a horrific curse which drives them mad and warps them into a horrific monster.

Spectral Presence
7 Forgotten Steps: Cause creatures to fail to notice you or your actions.
8 Redirect Focus: Causes enemies to focus their attacks on other creatures.
9 Ephemeral Memories: Creatures who encounter you forget about you once you leave their line of sight.

Primal Horror
7 Personal Banshee: Causes a target to constantly hear a mysterious wailing in their ears causing them to panic or go insane.
8 Otherworldly Horror: Cloak yourself in shadows and cause creatures nearby to view you as their worst nightmare.
9 Contagious Panic: Cause nearby creatures to panic and creatures encountering those creatures will panic as well.


Standard Mysteries:

Apprentice Path Mysteries:

Umbral Stalker
1 Shadow Bolt: Creates a blast of cold which hampers movement.
2 Phase Ammo: Allow many pieces of ammunition or projectiles to partially shift into the plane of shadows mid flight allowing them to fly much further and become more accurate.
3 Night’s Lance: Produce a homing javelin which can phase through objects.

Clear Sight
1 Twilight Vision: Greatly improve your sight over long distances and in darkness.
2 Clearsight: In shadowy concealment you can see through obscurants and can disbelieve illusions.
3 Umbral Gleam: Spot details about a creature from their shadow.

Twilight Knight
1 Obscuring Shroud: Creatures take a penalty on melee attacks against the target.
2 Cloak of Darkness: Blackout light in a 20ft radius around you.
3 Blade of Pain and Fear: Create a magical sword which causes creatures to flee from you.


Initiate Path Mysteries:

Night’s Escape
4 Quick Cover: Immediate grant yourself a +20 bonus to hide for a brief time if someone spots you.
5 Thief’s Domain: Produce a large shadowy cloud which blocks sight and sound.
6 Shadowdancer’s Grace: Grant yourself Hide in Plain Sight as a shadow dancer.

Arcane Dilemma
4 Devouring Shadows: Immediately produce a large cloud of shadow magic which attempts to dispel or counter an incoming spell.
5 Resistance Fading: Target creature's spell resistance and similar effects are overcome by multiple spells cast.
6 Shadow's Repression: Suppress the benefits of a single supernatural or ongoing spell effects the creature is affected by.

Shade Gate
4 Grasping Tendrils: Produce a large tendril which grapples a single target and obscures their vision. If they break free another tendril can form from their shadow.
5 Ephemeral Prison: Create a portal to a pocket dimension of shadow trapping foes who fall or move into it.
6 Dimensional Rift: Immediately open a portal to the plane of shadows to redirect attacks harmlessly to the plane of shadows.


Master Path Mysteries:

Raven’s Flight
7 Murder Flight: Move a great number of allies a short distance and allow them to make a single melee attack at the end of the movement.
8 Umbral Jaunt: Immediately teleport away from a harmful effect, even when flatfooted.
9 Ephemeral Flight: Gain incredibly flight speed and greater blinking except to the plane of shadows.

Shifting Shadows
7 Shadow's Embrace: Grant a single creature a cloak of shadows which can shift into multiple forms granting various effects.
8 Twisting Form: Functions as polymorph except target creature gains the shadow template and can shift into a different creature after the spell has been cast.
9 True Shadow: Infuse an object with essence of the Plane of Shadows allowing it to act as a ward, produce a guardian creature or modify its shape and properties under certain conditions

Creeping Nightmares
7 Umbral Worm: Infects a creature with a magical effect that burrows around a creatures resistances. This causes a creature to lose immunity to mind affecting abilities the next time they fall asleep.
8 Lurking Nightmares: Summons multiple shadowy monsters that attack a distant sleeping creature.
9 Nightmare Consumption: Modify all of a distant sleeping creature's memories.

Fundamentals Descriptions:

Displaced Shadows
Fundamental
Level/School: 1st/Divination
Range: 30ft
Target: You
Duration: 1 Round + 1 Round/5 Levels
Saving Throw: None
Spell Resistance: No

You reach out and grasp nearby shadows feeling for things hiding within.

When you cast this mystery you detect all creatures in at least shadowy concealment. You can even detect invisible or otherwise undetectable enemies but this mystery can not detect incorporeal creatures hiding in shadows. You can pinpoint these creature's square as long as they remain within range but they still have total concealment to you (50% miss chance).

Blend
Fundamental
Level/School: 1st/Transmutation
Range: Personal
Target: You
Duration: 10 Minutes/Level
Saving Throw: None
Spell Resistance: No

You warp and twist light as it reaches you trying to blend into your surroundings.

You gain a +10 enchantment bonus to hide checks while this Mystery is active but the bonus only applies against creatures further than 100ft away from your current position.

No Light
Fundamental
Level/School: 1st/Transmutation

This mystery functions as the cantrip of the same name located in BoVD.

Obscure Scent
Fundamental
Level/School: 1st/Transmutation
Range: Personal
Target: You
Duration: 10 Minutes/Level
Saving Throw: None
Spell Resistance: No

Shadows twist around you and are absorbed as you cast this mystery, the shadows won't let anything linger behind you.

While this mystery is active you leave no trace of a scent and can not be detected via scent and similar olfactory senses. This mystery also affects objects you are wearing or holding and masks their scent as well.

Shadow Phase
Fundamental
Level/School: 1st/Transmutation
Range: Personal
Target: You
Duration: 3 Rounds
Saving Throw: None
Spell Resistance: No

By absorbing the surrounding darkness you warp your form turning yourself into a living shadow for a brief period.

You can only cast this mystery while within shadowy concealment or darker conditions, trying to cast this in brighter conditions automatically fails and moving into lighting conditions brighter than shadowy concealment causes the mystery to instantly end. While this mystery is active you gain the benefits of the spell Gaseous Form except you do not gain a fly speed and all of your movement modes are reduced to 10ft. If this mystery ends when you are in a position your normal body can't fit (Such as trying to squeeze under a door frame when the lights suddenly are turned on) you are shunted to the nearest available position and take 3d6 points of damage.

Flickering Shadow
Fundamental
Level/School: 1st/Illusion
Range: Personal
Target: You
Duration: 1 Round + 1 Round/10 Levels
Saving Throw: None
Spell Resistance: No

Shadows dance around your form protecting you from attacks.

Casting this mystery is a swift action. While this mystery is active gain concealment as shadows cloak your form. Darkvision does not help against this concealment but the ability to see in magical darkness does negate the miss chance. This concealment does not allow you to hide within it.

Subtle Step
Fundamental
Level/School: 1st/Illusion
Range: 30ft
Target: You
Duration: 1 Minute/Level
Saving Throw: None
Spell Resistance: No

Your steps and motions are utterly quiet and those sleeping are perfectly unaware.

While this mystery is active no sound produced by you or objects you are manipulating can wake sleeping creatures within the radius of this mystery. Other things such as noise from alarms, or physical actions against a sleeping target still wake the target as normal.


Apprentice Void Mysteries:

Apathy
Apathetic Rest
Passion Channeling Check: 25
Level/School: 1st/Necromancy
Range: Close (25ft + 5ft/2 Levels)
Target: One Living Creature
Duration: 1 Minute/Level
Saving Throw: Will Negates
Spell Resistance: Yes

You siphon out the creature's interest and desire into the material plane leaving it a state of dull lethargy.

When you cast this mystery your target must make a will save or become apathetic to most things. If they fail they are fatigued for the duration of this mystery and are treated as indifferent to all other creatures, friends and foes alike. This causes hostile creatures to become much more open to discussion or other alternatives and can cause a creature to overlook harm down to an ally. A creature under the effect of this mystery will still defend themselves in combat but if they are not personally engaged they are very likely to simply stay out of combat unless forced to join in.

Once this mystery ends a creature affected will almost certainly realize they were manipulated.

Apathy, Mass
Apathetic Rest
Passion Channeling Check:
Level/School: 3rd/Necromancy
Range: Close (25ft + 5ft/2 Levels)
Target: One Living Creature/ 2 Levels
Duration: 1 Minute/Level
Saving Throw: Will Negates
Spell Resistance: Yes

As Apathy (See Above), except it affects multiple creatures.

Broadcast Emotion
Echoing Void
Passion Channeling Check: 32
Level/School: 3nd/Enchantment [Mind-Affecting]
Range: Medium (100ft + 10ft/Level)
Target: One Living Creature
Duration: 10 Minutes/Level
Saving Throw: Will Negates
Spell Resistance: Yes

You infect a creature with pulsing shadow magic causing the creature to radiate their emotions out to others nearby.

If the target fails their will save than they begin to radiate their emotional state to those within 20ft. Everyone within 20ft must make a will save at the same DC as this mystery or have the same emotional state as the target creature. In addition, If the target creature is affected by a Void Mystery that affects his emotions than all creatures within 20ft must make a will save or suffer the same effects as the targeted creature. The target creature must be conscious in order to affect other creature's with their emotions or void mysteries targeting them.


Dull
Apathetic Rest
Passion Channeling Check: 32
Level/School: 2nd/Enchantment [Mind-Affecting]
Range: Close (25ft + 5ft/2 Levels)
Target: One Living Creature
Duration: 10 Minutes/Level
Saving Throw: Will Negates
Spell Resistance: Yes

You draw and dull a creature's emotions either leaving them in a calm state or putting them straight to sleep.

This mystery functions like the spells Calm Emotion or Deep Slumber except as noted above.

Enhance Emotion
Echoing Void
Passion Channeling Check: 23
Level/School: 1st/Enchantment (Compulsion) [Mind-Affecting]
Range: Close (25ft + 5ft/2 Levels)
Target: One Living Creature
Duration: 1 Minute/Level
Saving Throw: Will Negates
Spell Resistance: Yes

You seep a small portion of the whispers of the plane of shadows into a subject amplifying their current emotions.

When you cast this mystery select one emotion that the subject is currently feeling. If they fail the saving throw that emotion is enhanced to fanatical levels. Those feeling anger become furious and will almost certainly attack the source of their anger, those feeling loyalty will not break and those experiencing feelings of love become hopelessly lovestruck. The exact results of the emotion on a subject varies from subject to subject and is up to the DM to decide which makes this a rather unreliable mystery. Still the subject experiences the full effect of the enhanced emotion for the duration of this mystery. If the subject is shaken they become panicked for one round per level after which they become frightened for the remaining duration. If the target is frightened or panicked they cower for one round per level after which they become frightened for the remaining duration.

Induce Paranoia
Haunting Absence
Passion Channeling Check: 28
Level/School: 1st/Necromancy [Fear]
Range: Close (25ft + 5ft/2 Levels)
Target: One Living Creature
Duration: 1 Minute/Level
Saving Throw: Will Partial
Spell Resistance: Yes

You creep a sense of unease into the back of the target's mind making them constantly concerned with betrayal and sneak attacks to the detriment of their own defense.

The target creature for the duration of the mystery is always considered flanked if it can be flanked as the mystery makes them constantly check over their shoulders for potential enemies and attacks. In addition, they must make a saving throw to resist any effect or spell targeting them, even if the effect is normally harmless such as a healing spell. If they succeed on their saving throw than they do not need to make saving throws to resist harmless effects but are still considered flanked for the duration of the mystery.

Lurking Terror
Haunting Absence
Passion Channeling Check: 34
Level/School: 3rd/Illusion [Fear]
Range: Medium (100ft + 10ft/Level)
Target: One Creature
Duration: 1 Round/Level
Saving Throw: Will Partial
Spell Resistance: Yes

You send shadows magic to whisper thoughts and visions into the creature's mind.

The target suffers a constant stream of hallucinations disrupting their focus and damaging their mental psyche. The hallucinations vary from person to person but are often traumatic and personal to the target, neither the caster nor anyone else can see the hallucinations. While this mystery lasts the the hallucination distracts the target who takes a -6 penalty to spot, listen, and concentration checks. In addition, each round at the start of their turn they must make a will save or take 1d4 wisdom damage and become shaken for one round due to the hallucinations' assault.

Mend Psyche
Gathering Shadows
Passion Channeling Check: 39
Level/School: 3rd/Necromancy
Casting Time: One Minute
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

You analyze the creature's thoughts and mental state as it stands in the plane of shadows and use that knowledge to mend any damages or ongoing effects the creature is suffering.

Upon casting this mystery you remove all ongoing spells, mysteries and similar abilities that manipulate the creature's emotions and thoughts. An effect can resist this removal if its caster level or similar statistic (Use the ability's creator's HD if the ability has no caster level) is 5 points higher than the mystery's caster's caster level. In addition, you restore 1d4+4 points of mental ability damage and one point of ability drain from each of the creature's mental ability scores. This ability also removes mundane mental trauma such as depression or PTSD.


Purge Despair
Gathering Shadows
Passion Channeling Check: 32
Level/School: 2nd/Necromancy
Range: 30ft
Area: 30ft radius centered on yourself
Duration: Instantaneous + 1 Round
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

You flood your allies with shadow energy attacking any doubts or fears they may be suffering.

Every ally in the area has all ongoing fear effects they are suffering removed as they are filled with courage and strength. This effect also removes any effect relying on despair or other similar emotions like the spell Crushing Despair. In addition, they gain a +2 morale bonus to attack rolls, saving throws and skill checks and immunity to fear effects for one round as their fears are removed.


Siphon Hope
Gathering Shadows
Passion Channeling Check: 29
Level/School: 1st/Necromancy
Range: 60ft
Area: 60ft radius centered on yourself
Duration: Instantaneous + 1 Minute/Level (See Below)
Saving Throw: Will Negates
Spell Resistance: Yes

You draw hope from nearby creatures and use their strength of will to bolster yourself.

Every enemy within range must make a will save or become shaken for one round and prevents them from benefiting from any morale effects for one minute per caster level. Those under the effect of an ongoing Morale Effect or similar bonus lose such an effect if they fail their saving throw. The caster gains the benefit of those effects as if they had targeted her instead and last for 1 minute/level or their remaining duration whichever is shorter, after which they simply expire and don't return to their original target. In addition she gains a +1 morale bonus to attack rolls, skill checks and saving throws. This bonus increases by 1 for every 2 creatures that fail their will save against this mystery. This bonus caps at 3+ 1/4th the caster's caster level.


Sympathy
Echoing Void
Passion Channeling Check: 29
Level/School: 2nd/Enchantment (Compulsion) [Mind-Affecting]
Range: Close (25ft + 5ft/2 Levels)
Target: One Living Creature
Duration: 1 Minute/Level
Saving Throw: Will Negates
Spell Resistance: Yes

You echo your own current feelings and thoughts onto another creature.

When you cast this mystery select one creature, event, object or similar concept. If the target fails a will save then for the duration of this mystery they view the concept with the same exact feelings you do. If you viewed a creature as a great friend so will the target, if you consider a nearby creature a mortal enemy the target may attack the creature on the spot. If the target recalls a time where they thought differently they will simply assume they changed their mind. After this mystery expires their thoughts and emotions return to normal.

Veil of Shadows
Haunting Absence
Passion Channeling Check: 31
Level/School: 2nd/Illusion [Fear]
Range: Medium (100ft + 10ft/Level)
Target: One Creature
Duration: 1 Round/Level
Saving Throw: Will Partial
Spell Resistance: Yes

You surround the target's head with a veil of shadows blocking their senses.

The target creature is blinded for the duration of this mystery unless they can see through magical darkness or illusions as well as muting sounds reaching them giving them a -10 penalty on all listen checks while the mystery lasts. In addition, if they fail a will saving throw various extraordinary and supernatural senses they might have such as blindsight/blindsense, mind sight, life sight and similar senses are suppressed and they are shaken for the duration of this mystery. This ability can not escalate a creature's fear beyond the shaken condition. True Seeing or the ability to see through magical darkness grant immunity to this mystery.

Every round at the end of the target's turn they may make another will save, success ending the mystery.


Initiate Void Mysteries:

Cacophony of Emotions
Horrific Melody
Passion Channeling Check: 45
Level/School: 4th/Enchantment [Mind Affecting]
Range: 60ft
Target: Personal
Area: 60ft Radius Centered on Yourself
Duration: (See Text)
Saving Throw: Will Negates (Harmless) (See Text)
Spell Resistance: Yes

You produce a wailing song that causes those within range to suffer a variety of mental effects.

When you cast this mystery select one of the following emotions to determine this mystery's effects. All valid targets within range suffer the effects of this mystery. Each target is entitled to a will save to negate the effect of this mystery. Beyond the mechanical bonuses granted by the various emotions each target also experiences a constant surge of the emotion for as long as the mystery's effect lasts.


Joy: Targets are infused with joy and energy. All targets are immune to fear effects and gain a +4 morale bonus to strength, dexterity, and saving throws and a +30ft bonus to movement speed for one round per level.
Hope: Targets are filled with unending hope and determination. All targets gain a +6 morale bonus to will saves and 4 temporary hit points per caster level for one minute per level.
Fear: All targets are frightened for one minute and suffer a -4 penalty to will saves for one minute per caster level afterwords.
Apathy: Targets become bored and lethargic unwilling to do anything. All targets are dazed for 1d4 rounds and fatigued for 1 minute per caster level.
Rage: Targets are filled with bloodthirst and anger. All targets suffer the effect of the spell Rage for one minute.
Love: Targets are filled with love for all creatures and are considered charmed to every creature they see for one minute per level. Targets get a +4 bonus on their saving throw against this version of the mystery and an additional +4 if they are in combat.


If you fail the passion channeling check to cast this mystery but not by enough to disrupt the casting than it targets all creatures within the radius but if you succeed it only targets enemies or allies within range, the caster's choice.

Contest of Wills
Shattered Mind
Passion Channeling Check: 35
Level/School: 4th/Enchantment [Mind Affecting]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: Instantaneous or 1d6+1 rounds (See Text))
Saving Throw: None (See Text)
Spell Resistance: Yes

Rather than draw on the thoughts and lingering emotions from the plane of shadows you use the plane as a conduit to smash your will into your opponents.

Both the caster and the target creature must make opposed will saving throws. The loser of this check is stunned for 1d6+1 rounds. This stuns you even if you are normally immune to stunning but does not bypass the target's immunity to stunning effects if they have it. If the loser loses the check by 15 or more they take enough ability damage to drop their intelligence, wisdom and charisma scores drop to 0. This ability damage bypasses any resistance or immunities to ability damage they might have. If the loser loses by 25 or more they simply die outright from their mind shattering.

Creeping Suggestion
Horrific Melody
Passion Channeling Check: 50
Level/School: 6th/Enchantment (Compulsion) [Mind Affecting]
Range: Long (400ft + 40ft/Level)
Target: 10 Creatures/Level (As long as no two are further than 100ft from each other)
Duration: 1 Hour/Level
Saving Throw: Will Negates
Spell Resistance: Yes

Your voice seems to carry a charming tinge to it causing those listening to agree with you after your shadow infused words seeps into their mind.

You must be speaking in a powerful loud voice to cast this mystery and it affects as many targets within range as you can affect. When you cast this mystery you must speak a single phrase or command similar to the spell suggestion. Your words are infused with potent compelling shadow magic and after 10 minutes those targeted must make a will save or be compelled to follow your words as if affected by the spell Suggestion. Every hour after this initial will save each target gets another will save to throw off the effect.

Deep Rest
Gathering Shadows
Passion Channeling Check: 53
Level/School: 6th/Enchantment (Mind Affecting)
Range: Close (25ft + 5ft/2 Levels)
Target: One Living Creature
Duration: One Hour
Saving Throw: Will Partial
Spell Resistance: Yes

You cause one creature to effectively hibernate aided by the plane of shadows, recovering damage and even spells as their rest is bolstered by shadow magic.

The target must make a will save or fall asleep as the spell Hibernate (Frostburn). Even on a success they are fatigued for one hour. Regardless, if the target stays asleep for the full duration of this mystery they awake refreshed as if they had slept for a full 8 hours (Regaining hit points and ability damage as normal) and can recover some of their magical energy they might of spent for the day. A creature can recover one spell, or use of a mystery per 4 caster levels of the caster of the mystery. A psionic character can regain a number of power points equal to his manifester level instead of regaining a spell or use of a mystery. A particular creature can only regain spells from this mystery once per 24 hours at most.

Haunting Demons
Shattered Mind
Passion Channeling Check: 52
Level/School: 6th/Illusion [Fear]
Range: Medium (100ft + 10ft/Level)
Target: One Creature
Duration: 1 Round/Level
Saving Throw: Will Partial
Spell Resistance: Yes

As Lurking Terror Apprentice Mystery except as follows. The penalties to spot, listen and concentration checks increases to -10. In addition to the other effects the target is confused for 1d4 rounds every time they fail a saving throw against this effect. Fleeing from the caster results in them running in a random direction and attacking the caster results in them attacking a random square adjacent to them as if there were a creature there. If there is a creature in that square the target attacks that creature instead. Finally the wisdom damage is increased to 1d6.

Invoke Passion
Overwhelming Fervor
Passion Channeling Check: 48
Level/School: 5th/Enchantment (Compulsion) [Mind Affecting]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: (See Text)
Saving Throw: Will Negates (See Text)
Spell Resistance: Yes

You drive a creature to a particular type of madness depending on the emotion invoked.

Upon casting the mystery the caster selects on emotion from the list below. The target must make a will save or suffer the effect based on the emotion selected.

Joy: The target is consumed in sheer ecstasy and is stunned for 1d6+1 rounds
Fear: The target is beset with terror. They are left cowering for 1d4+1 Rounds and left shaken for 1 hour after this. They are shaken for one minute even on a successful saving throw.
Wrath: The target descends into a bestial rage. The target gains a +6 bonus to morale bonus to strength and constitution for the duration of this mystery. For the duration of the mystery they must move to and make a melee attack against the closest creature they can see, thrashing and biting if they have no weapon on hand. This version of the mystery lasts for 1 round per caster level.
Depression: The target falls into a helpless stupor collapsing to the ground. The target falls to the ground prone for 1d4 rounds helpless and uncaring to the rest of the world.
Love: The target is treated as fanatic towards one creature of the caster's choice (this can be the caster) for one round/level. Every round at the end of the target's turn they get an additional will save to end this mystery early.


Memory Tear
Shattered Mind
Passion Channeling Check: 50
Level/School: 5th/Enchantment [Mind Affecting]
Casting Time: One Minute
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: Instantaneous
Saving Throw: Will Partial
Spell Resistance: Yes

You conjure a glob of shifting shadow energy around the target which rips away their recent memory and banishes their thoughts to the plane of shadows, forever to be lost.

Lacking the standard subtly of shadow magic you simply banish large portions of the target's memory to the plane of shadows. If they fail a will save you can remove up to a day of contiguous memory from the subject. This memory must be recent and must be within 30 days. The caster must know generally what memories they wish to remove or what timeframe of memories they wish to remove. This mystery does not grant any insight into the target's mind. The target will know something is wrong and that they are missing memory but obviously won't be able to remember any of the specific memories lost. A break enchantment or similar spell can restore the memories but only if cast within a week of the target initially losing their memories, any longer and the thoughts are consumed into the plane of shadows lost forever without the use of a Miracle or Wish to retrieve them. If a target succeeds on their saving throw you can still remove their memory but only up to a minute of their memory. However, they still notice an obvious gap in their memory from this effect.

At caster level 14 the amount of memory the caster can remove is increased to up to one day per 5 caster levels. It still must be contiguous and within 30 days though.

Mental Onslaught
Overwhelming Fervor
Passion Channeling Check: 42
Level/School: 4th/Enchantment [Mind Affecting]
Range: Medium (100ft + 10ft/Level)
Target: One Creature
Duration: 1d4 Rounds + 1 Round/level
Saving Throw: Will Partial
Spell Resistance: Yes

You pull a brutal onslaught of images, thoughts and lingering dread from the plane of shadows and shove it at a creature.

The target must make a will save or be stunned for 1d4 rounds from the sheer intensity of sudden intrusive thoughts shoved into their mind. After this duration expires they are confused for 1 round per caster level. If they succeed on the initial saving throw they are instead confused for one round instead.

Mental Onslaught, Mass
Overwhelming Fervor
Passion Channeling Check: 52
Level/School: 6th/Enchantment [Mind Affecting]
Range: Medium (100ft + 10ft/Level)
Target: One Creature/Level (No two of which are more than 30ft apart)
Duration: 1d4 Rounds + 1 Round/level
Saving Throw: Will Partial
Spell Resistance: Yes

As Mental Onslaught except it targets one creature per level.

Nimble Shadows
Gathering Shadows
Passion Channeling Check: 45
Level/School: 5th/Transmutation
Range: Medium (100ft + 10ft/Level)
Targets: One Creature/Level (No two of which can be further than 30ft from each other)
Duration: 1 Round/2 Levels
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

Your allies can not tire as their bodies are relaxed by a constant stream of soothing shadows.

All creatures targeted by this ability are cloaked in a thin cloak of darkness, this cloak doesn't grant any concealment but does grant a +4 bonus to hide checks. More importantly though this cloak of shadows grants immunity to fatigue and exhaustion while this mystery is in effect as well as granting a +4 bonus to dexterity and doubling the targets movement speed. Most impressively this cloak effectively allows the target to recover damage as if he had rested a full nights of sleep each round. This allows them to recover 5 hit points a round and recover one point of ability damage in all scores to a maximum of 4 ability damage cured from each ability score.


Reinvigorate
Gathering Dh
Passion Channeling Check: 39
Level/School: 4th/Transmutation
Range: Medium (100ft + 10ft/Level)
Area: 20ft Radius Spread
Duration: Instantaneous
Saving Throw: Will Partial
Spell Resistance: Yes

You patch wounds and fatigue of your allies with soothing shadowstuff, it may not cure the injuries outright but it certainly soothes the wound.

All allies within the area of this mystery can transform 5 hit points per caster level of hit point damage to non lethal damage and can then heal 2 points of non lethal damage per caster level. In addition, allies are healed of the fatigued or exhausted condition and two points of ability damage from all ability scores.


Whispers of the Void
Horrific Melody
Passion Channeling Check: 48
Level/School: 5th/Enchantment [Mind Affecting]
Range: Medium (100ft + 10ft/Level)
Area: 20ft Radius Spread
Duration: 1 Round/level
Saving Throw: Will Partial
Spell Resistance: Yes

A constant stream of haunting whispers drill into creature's skulls driving them to madness.

The caster fills an area with a horrific invisible force of madness drawn from the plane of shadows. All creatures within the area of this mystery take a -4 penalty on will saving throws. At the start of a creature's turn if they are within the area of this mystery they must make a will save. If they fail they are shaken for 1d4 rounds. If they are already shaken they become panicked for 1d4 rounds, if they are already panicked they are confused for 1d4 minutes. Regardless of their saving throw every round they remain within the area they take 1 point of wisdom damage. The caster of this mystery is immune to its effects.

Silva Stormrage
2019-11-10, 05:02 AM
Master Void Mysteries:

Contagious Panic
Primal Horror
Passion Channeling Check: 68
Level/School: 9th/Necromancy [Fear]
Range: 120ft
Area: Cone Shaped Burst
Duration: 1 Round/Level (See Text)
Saving Throw: Will Partial
Spell Resistance: Yes

You unleash a terrible wave of shadow magic which grips the hearts of those who suffer its effects causing them to bolt on the spot

All enemies within the range of this mystery must make a will save or be panicked for 1 round per level and flee from the caster at top speed. Even if they succeed they are still rendered shaken for one minute. Any creature not in the initial area who sees a creature panicked by the initial casting of this mystery must also make a will saving throw or become panicked for one round per level. Whenever a creature becomes no longer panicked due to this mystery's duration expiring on them they must make another will save against this mystery original DC.

The caster of this mystery and a number of creatures equal to his caster level selected at the casting of this mystery are immune to its effects.

Corruptive Madness
Creeping Madness
Passion Channeling Check: 73
Level/School: 9th/Transmutation [Mind Affecting]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: One Day/Level until Discharged
Saving Throw: None/Will Partial (See Text)
Spell Resistance: Yes

You implant a horrific curse into a creature which can rapidly grow and consume the creature's form and mind.

When you cast this mystery on a creature you implant a subtle curse which lays dormant until some condition triggers it. The caster can set any basically any condition to trigger the effect but it must be something that the targeted creature can determine with their own senses. For example you could set it to trigger once the target has seen a particular creature or picture but you couldn't set it to trigger when an invisible creature sneaks past the target as the target is by definition unaware of the sneaking creature. The caster can also have the curse activate immediately if he so wishes. There is no saving throw to resist the implementation of the curse. The curse can't be dispelled and a dormant curse can only be removed by a miracle or wish spell removes or a remove curse spell cast by a spellcaster of at least 17th level.

Once the curse activates the target's form gets wrapped up and consumed by constantly writhing black shadows which attack him. These shadows obscure his vision blinding him as long as this mystery lasts but more importantly they corrupt his mind. Every round the target must make a will save or take 1d6 points of wisdom drain and be stunned for one round. If they succeed on three consecutive saving throws the curse is broken and the mystery ends.

If they are drained to 0 wisdom while this mystery is active however, the shadows corrupt and take over their body and mind transforming them into a vicious shadow creature. They gain 5 temporary hit points per HD they have as well as a +8 profane bonus to strength, dexterity, constitution attack rolls and natural armor. They gain two claw attacks of an appropriate damage for their size, gain the dark template and gain regeneration 20 which is bypassed by fire and is suppressed when in lightning conditions brighter than shadowy concealment. They also become able to function while at 0 wisdom and become nearly feral, attacking any creature nearby who doesn't have the dark template or is a native to the plane of shadows. They keep their other abilities they might of had and any abilities that relied on wisdom are now determined by the creature's charisma score. This monstrous state only lasts for one hour per caster level before the shadow magics wears itself out and the creature collapses back to the ground. However, time spent in shadowy concealment or darker conditions does not count against this duration.

Ephemeral Presence
Spectral Presence
Passion Channeling Check: 70
Level/School: 9th/Enchantment [Mind Affecting]
Range: Personal
Target: You
Duration: 1 Minute/Level
Saving Throw: Will Partial (See Text)
Spell Resistance: Yes

Your very existence and form fade into forgotten memory as soon as creatures can no longer observe you.

If a creature loses line of sight to you while this mystery is active they must make a will save or forget you and your recent actions. This mystery can't make a target forget actions taken while this mystery was not active but for all other actions the creature loses enough details to be mostly pointless. For example, if a creature was engaged in combat with a shadowcaster who has this mystery active who then teleports away the creature would be forced to make a will save or forget about the shadowcaster. The creature would vaguely recall that he was fighting someone in the past minute or so but he wouldn't recall anything about the actual fight, the identity of the shadowcaster or even how the shadowcaster left the fight only that they did. Modify memory and similar spells can't restore a creature's memory, only a wish or miracle spell cast can do so.

Even if a creature succeeds on their saving throw their memory of the encounter becomes hazy. They need to pass a DC 40 spot check to recall enough information about your form to recall enough information to identify you. After the first save the creature must make a single will save every additional 24 hours have passed or lose memories as above. They must make this saving through at midnight every day until 6 nights have passed.

Forgotten Steps
Spectral Presence
Passion Channeling Check: 59
Level/School: 7th/Enchantment [Mind Affecting]
Range: Personal
Target: You
Duration: 10 Minutes/Level
Saving Throw: Will Negates (See Text)
Spell Resistance: Yes

Creatures have trouble focusing on your presence.

If a creature sees you or can otherwise pinpoint you or your square they must make a will save. Failure means they instead fail to spot you or pinpoint your square and they simply ignore your presence as the shadow magic causes their eyes to gloss over your form. They get an additional will save every round to locate you and once they succeed they are immune to this casting of the mystery. This mystery's DC increases by 2 if you are in shadowy concealment and an additional 2 if you are in pitch black darkness or are in magical darkness.

Haunted Path
Compelling Apparitions
Passion Channeling Check: 70
Level/School: 9th/Enchantment (Compulsion) [Mind Affecting]
Casting Time: 1 Minute
Range: Touch
Area: 30ft Radius Spread
Duration: 1 Day/Level
Saving Throw: Will Negates
Spell Resistance: Yes

Lingering shadows creep in the corners of the space whispering to those who enter.

You enchant a large area and imbue it with corrupting influences from the plane of shadows. Creatures who enter the area must make a will save or suffer the effect of the spell Suggestion, with the particular command the suggestion implants is set by the caster at the time of casting this mystery. The command is whispered telepathically in the back of the creature's mind, they don't remember the command consciously. They may change the command with a minute of effort while touching the area of effect of this mystery.

A particular caster can only have three instances of this mystery active at any given time. Casting a fourth instance dispels a random previously cast one.

Otherworldly Horror
Primal Horror
Passion Channeling Check: 63
Level/School: 8th/Illusion [Fear] [Mind-Affecting]
Range: 30ft
Target: You
Duration: 1 Round/level
Saving Throw: Will Partial
Spell Resistance: Yes

Any creature observing you sees only a vague shadow outline until it shifts and they see a horrific vision.

When you cast this mystery a cloak of dark shadows covers your form, this doesn't impair your vision but any creature unable to see through illusions or magical darkness can't make out any features of your form or gear. As long as this mystery lasts the first time an enemy sees you they must make a will save or suffer the effects of the spell Fear and take 1d4 points of wisdom damage from the terror. Enemies within 30ft of you also must make a will save in order to attack you, failure means they have to attack any other target instead of you. Once they succeed on a single save to attack you they are immune to this mystery's effect.

A blind creature or one with true seeing is immune to this mystery's effect.

Personal Banshee
Primal Horror
Passion Channeling Check: 57
Level/School: 7th/Necromancy [Fear] [Mind-Affecting]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: 2 Rounds/Level (See Text)
Saving Throw: Will Partial
Spell Resistance: Yes

A constant horrific screaming that only the target can hear cries out

When cast this mystery causes the target to hallucinate a terrible scream. While this mystery lasts the target takes a -15 penalty on listen checks as the screaming in their ear prevents them from hearing almost anything. Every round at the start of the targets turn they must make a will save. Failure causes them to become shaken for the remaining duration of the mystery. If they are already shaken they become frightened for the same duration, if they are frightened than they become panicked and if they are panicked than they cower for the duration. If they were panicked or cowering at the end of this mystery the haunting echoes of the wails they heard haunt them and disrupt their psyche, rending them confused for one minute per level after the mystery ends. This effect confusion can't be dispelled.

Psyche Implosion
Creeping Madness
Passion Channeling Check: 57
Level/School: 7th/Enchantment (Compulsion) [Mind Affecting]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: Permanent
Saving Throw: Will Partial
Spell Resistance: Yes

The thoughts and power from the plane of shadows you send into a creature break and twists their mind.

This mystery functions like the spell Insanity except if a creature passes the will save they take 1d8+2 wisdom damage.

Redirect Focus
Spectral Presence
Passion Channeling Check: 60
Level/School: 8th/Enchantment [Mind Affecting]
Range: Personal
Target: You
Duration: 1 Minute/Level
Saving Throw: None
Spell Resistance: Yes

You cloak yourself in faint shadows which seem to hide your capabilities and threat from nearby creatures.

All enemies within 100ft fail to recognize you as a major threat compared to other targets. If there are other creatures or dangers which are roughly as dangerous as you nearby enemies will focus those dangers instead. The other dangers must be roughly on par with you for this mystery's magic to work, it won't force enemies to attack level 1 commoners before a 15th level shadowcaster. This also doesn't prevent enemies from hitting you in area of effect attacks as long as they are also hitting other dangerous enemies with the attack as well.

Twisted Desire
Compelling Apparitions
Passion Channeling Check: 55
Level/School: 7th/Enchantment (Compulsion) [Mind Affecting]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: 1 Day/Level
Saving Throw: Will Negates
Spell Resistance: Yes

You implant a subtle curse with your shadow magic causing a creature to view your words as compelling orders.

If the target fails their will saving throw to resist this effect than once per round when you are speaking to them they are compelled to follow your orders as if by a suggestion spell. The target gets no additional will saves to resist these commands. This mystery produces very subtle compulsions and other creatures need to pass a DC 40 sense motive check to detect this mystery's effect on a creature. Even after the mystery has expired the target is not aware of being manipulated and will just think they made some poor choices if the orders caused them to do things out of norm for themselves.

Umbral Compulsion
Compelling Apparitions
Passion Channeling Check: 59
Level/School: 8th/Enchantment (Compulsion) [Mind Affecting]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: 1 Day/Level
Saving Throw: Will Partial (See Text)
Spell Resistance: Yes

The night itself compels and twists a creature's thoughts.

A creature who fails their will save against this spell has no idea something has gone horribly wrong. Whenever the sun has set and the creature falls asleep this mystery activates its effects and dominates the creature as the spell dominate monster. This dominate effect bypasses protection from evil and similar spells. The caster of this mystery has a telepathic link and can see and hear out of the target's senses while they are dominated and issue commands to their new minion from anywhere. The dominated target acts fairly normal for a dominated creature and it takes a DC 30 sense motive check to notice something is wrong with the creature instead of the normal DC of 15.

Upon the sun rising the creature wakes up with no memory of what has happened during the night except the feeling of getting a poor night's sleep. They are freed from the dominate effect until they fall asleep the next night. While it is daytime this mystery can not be detected by divinations or effects such as detect magic or arcane sight. However, while the target is dominated the mystery is detectable as normal.

If the target passes their saving throw and the mystery is cast at night than the target takes a -4 penalty on will saves for one hour as their mind struggles to resist the mental pull from the surrounding shadows.

Utternumb
Creeping Madness
Passion Channeling Check: 66
Level/School: 8th/Evocation [Darkness]
Range: Long (400ft + 40ft/Level)
Area: 40ft Radius Spread
Duration: 1 Minute/Level
Saving Throw: Will Partial
Spell Resistance: Yes

Pure darkness from the plane of shadows erupts sealing an area off from all senses leaving creatures trapped within to go slowly mad.

This mystery creates a 40ft radius of pitch black magical darkness, no light spell below 8th level functions within its confines and all sight is impossible for those who can't see within magical darkness and take a -10 penalty on listen checks as the shadows absorb even ambient sounds. Every round all creatures within the area must make a will save at the start of their turn or lose the ability to hear anything within this darkness for one round. In addition, if they fail their will save all other magical or extraordinary senses are suppressed for one round including but not limited to blind sight, blind sense, mind sight, life sight, the ability to see in magical darkness, true seeing and other similar abilities. A creature standing outside the darkness can still use those senses to peer into the radius of this mystery without worrying about losing those senses. A creature also takes one point of wisdom drain for each round they are within the darkness and fail their will saving throw.

The caster is immune to this mystery's effects and can see and hear clearly within its confines.


Apprentice Mysteries:

Blade of Pain and Fear
Twilight Knight
Level/School: 3rd/Necromancy [Fear]
Range: 0ft
Effect: A Swordlike column of gnashing teeth
Duration: 1 Round/Level
Saving Throw: Will Partial
Spell Resistance: Yes

You conjure a dark sword composed of shadows and gnashing teeth. A faint otherworldly aura lingers around the blade.

This mystery functions like the spell Blade of Pain and Fear except as noted here. As the sword is composed of shadow magic it functions poorly in conditions brighter than shadowy concealment, dealing half of its normal damage and having its saving throw DC reduced by 2. However, in shadowy concealment or darker conditions it deals an additional amount of damage equal to 1/2 the caster's caster level and gains a +2 bonus to attack rolls and saving throw DC.

Clearsight
Clear Sight
Level/School: 2nd/Divination
Range: 60ft
Area: 60ft Radius Spread Centered on You
Duration: 1 Round/Level
Saving Throw: None
Spell Resistance: No

You connect your sight to the shadows around you, what obscures sight for other people only grants you clarity.

While this mystery is active you gain the ability to see in magical and normal darkness within the range of this mystery. You can also automatically pinpoint the square of any creature within range, invisible or otherwise as blindsight as long as they are in within lightning conditions as dark as or darker than shadowy concealment. In addition, you can automatically disbelieve illusionary effects that are within those same conditions and within range.

Cloak of Darkness
Twilight Knight
Level/School: 2nd/Evocation
Range: 20ft
Area: 20ft Radius Spread Centered on You
Duration: 1 Round/Level
Saving Throw: None
Spell Resistance: No

You surround yourself with darkness, trapping foes within pitch black darkness.

This mystery functions as the spell blacklight except it is always centered on the caster. In addition, this darkness muffles the sound the caster makes giving him a +5 enchantment bonus to move silently.

Night's Lance
Umbral Stalker
Level/School: 3rd/Evocation
Range: Long (400ft + 40ft/Caster Level)
Effect: One Spear of Starlight
Duration: 1 Round/Caster Level (See Text)
Saving Throw: None
Spell Resistance: No

Producing a spear that is seemingly made of darkness with and stars it launches towards its target with a frightening quickness.

When you cast this mystery you produce a magical javelin and may make a single attack against a single target within range. This javelin uses your casting ability modifier and your caster level in place of dexterity and your base attack bonus for it's bonus to hit and is resolved as a ranged touch attack that has a 18-20 critical threat range and a *3 critical multiplier. This javelin is an incorporeal weapon and will phase through any non force effect barrier between it and it's target. This javelin deals 1d8 force damage per two caster levels. If this javelin misses its target it doesn't fade and simply tries again. At the start of the caster's next turn the caster can make another attack roll with the javelin as a free action. This continues each round until the javelin hits its target. The caster can't change the javelin's target to a new creature but can dismiss the javelin as a free action.


Obscuring Shroud
Twilight Night
Level/School: 1st/Illusion
Range: Close (25ft+ 5ft/2 Caster Levels)
Target: One Creature
Duration: 1 Round/Caster Level
Saving Throw: None
Spell Resistance: Yes

Shrouding a target in darkness you prevent enemies from effectively hitting them.

Enemies trying to hit the target with suffer a -4 penalty to attack rolls as the shroud cloaks their movement and obscures their body. This penalty increases by 2 if the target is in shadowy concealment or darker conditions. The penalties from this mystery are negated if the enemy can see through magical darkness.

Phase Ammo
Umbral Stalker
Level/School: 2nd/Transmutation
Range: Close (25ft+ 5ft/2 Caster Levels)
Target: 50 Pieces of Ammunition or 10 Thrown Weapons
Duration: 1 Minute/Caster Level
Saving Throw: None
Spell Resistance: Yes

Enchanting many pieces of ammunition you can cause them to partially shift into the plane of shadows when fired, greatly increasing their distance flown.

Whenever a weapon or piece of ammunition enchanted by this mystery is used as a ranged attack it shifts part of it's mass onto the plane of shadows until it hits its target. Due to the weird and variable distance on the plane of shadows this allows the projectile to fly farther and faster than normal. These weapons gain a +1 magical enchantment bonus (Stacking with whatever bonus they might of already had) and their range increment is doubled.

Shadow Bolt
Umbral Stalker
Level/School: 2nd/Transmutation
Range: Medium (100ft+ 10ft/Caster Level)
Target: One Creature
Duration: 1 Minute
Saving Throw: Fort Partial
Spell Resistance: Yes

You launch a cold ball of shadowstuff at a nearby enemy causing their movement to become slow and stiff.

You launch a blast of shadows at a particular creature dealing 1d8 cold damage and an additional 1d8 cold damage every 2 caster levels (3rd, 5th, 7th) to a maximum of 5d8 cold damage. A creature can make a fortitude save to reduce the damage by half. Regardless of the creature's saving throw they take a -2 penalty on dexterity and have their movement speed halved for one minute.

Twilight Vision
Clear Sight
Level/School: 1st/Divination
Range: Personal
Target: You
Duration: 1 Hour/Caster Level
Saving Throw: None
Spell Resistance: None

Eyes adjust to the darkness and to the very stars so far away...

Your eyesight improves, gaining low light vision for the duration of this mystery. In addition, the penalty for spot checks is reduced from -1 for every 10ft to -1 for every 20ft. At caster level 8 this improves to -1 for every 30ft and at caster level 16 this improves again to -1 for every 40ft.


Umbral Gleam
Clear Sight
Level/School: 3rd/Divination
Range: Close (25ft/2 Caster Levels)
Target: One Creature's Shadow
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You peer into the target's shadow glimpsing a reflection of the creature's past.

You target one creature within range whose shadow you can see. If they fail a will save than you can gain one piece of information about them for every 5th caster level (Minimum 1). Unusually for effects that force saving throws if the target passes this saving throw they are unaware of having to had to make a saving throw. The relevant pieces of information that a caster can select to gain from this mystery are listed below. Usually you get 1-3 sentences at most from the pieces of information gained.

Details about one event within 24 hours that the you are aware that the creature participated in or observed. If you were mistaken then you learn that they weren't involved in that event.
Details about the most important event that has happened to the target within the last 24 hours (Was mugged by unknown thieves, stole a prized heirloom from a hated boss, finished researching a new spell, etc)
A brief summary of the creature's personality
A brief summary of the target's history (Including name and current occupation)
The most important item the creature has had in their possession in the past 24 hours
One piece of vague information that you find relevant regarding the target (Up to DM to decide details or if there is anything relevant at all. This returns a single sentence response)



Initiate Mysteries:

Devouring Shadows
Arcane Dilemma
Level/School: 4th/Abjuration [Darkness]
Range: Close (25ft + 5ft/2 Caster Levels)
Effect: 20ft radius spread
Duration: 1 Round/Level
Saving Throw: None
Spell Resistance: Yes

You create an cloud which seems to gnaw hungrily at the sky around it.

You produce a 20ft radius cloud that duplicates the effects of fog cloud and deeper darkness within its radius. In addition, any spell or spell like ability cast within the cloud's confines or cast into the cloud is countered unless the opposing caster can make a caster level check vs a DC of 11 + the caster's caster level. A single instance of devouring shadows can counter one spell for every 3 caster levels. Once it has countered it's limit the cloud immediately disperses. This cloud can not counter mysteries but suffers no penalty from trying to counter arcane or divine spells or spell like abilities despite them being normally immune to counterspelling.

Dimensional Rift
Shade Gate
Level/School: 6th/Conjuration (Teleportation)
Range: 10ft
Effect: Gate into the Plane of Shadows
Duration: Concentration (Maximum 3 Rounds)
Saving Throw: None
Spell Resistance: None

You desperately throw open a gate to the plane of shadows surrounding yourself and your allies.

Casting this mystery is an immediate action and when you do so you create a 10ft radius sphere around you which functions as a gate to the plane of shadows. The gate is one way and only transfers things hitting its outer edge to the plane of shadows. On the inner side it simply functions as a resilient sphere that if destroyed ends the entire effect. However, this effectively grants you and anyone inside it total cover against all outside attacks and creatures as anything that attempts to go through the sphere will simply enter the plane of shadows. Enemies can still teleport through the barrier to reach you. You can end this ongoing barrier at any time. You can keep this barrier active as long as you perform no other actions other than concentrating on it and you can only keep it active for a maximum of 3 rounds.

Casting this mystery places enormous strain on your body and you take 5d8 damage from casting this mystery and an additional 5d8 damage each extra round you keep it active. This extra damage can cause you to lose concentration on the mystery.

Ephemeral Prison
Shade Gate
Level/School: 5th/Conjuration (Teleportation)
Range: Medium (100ft + 10ft/Caster Level)
Target: One Medium or smaller Creature
Effect: One Shadow Portal
Duration: 1 Round/Level (D)
Saving Throw: Reflex Negates
Spell Resistance: Yes

Creating a portal to a demiplane from the plane of shadows you hope to trap your foes inside.

You create a 5ft wide gaping portal underneath a medium or smaller creature who falls inside if they can not fly and they fail a reflex save. To trap flying creatures you can ready an action to use this mystery on a creature who moves more than 5ft on their turn, allowing you to open the portal directly in front of them and hoping they can't stop in time. A flying creature gets a bonus or penalty on their reflex saving throw depending on their maneuverability. Poor: -10, Clumsy: -5, Average: 0, Good: +3, Perfect: +5. This portal is too small to affect large or larger creatures and does not trap unattended objects. The portal can only trap one creature and is very short lasting, closing if you failed to snare your initial target.

Regardless of the method used, creatures who are trapped inside are stuck inside a pitch black pocket dimension they can't escape from. Teleportation is useless but plane shifting allows one to escape. Creatures inside may make a spellcraft or knowledge planes check (DC 15) to realize the dimension's incredibly short life span. The caster may end this mystery early freeing the trapped creature and releasing them into the same or nearest available square.

Grasping Tendril
Shade Gate
Level/School: 4th/Conjuration
Range: Medium (100ft + 10ft/Caster Level)
Target: One Creature
Duration: 1 Round/Level
Saving Throw: No
Spell Resistance: Yes

Connect the creature's shadow to the plane of shadows allowing tendrils of shadowstuff to reach out and grab them.

You turn the target's shadow into a portal into the plane of shadows. When you cast this spell a single tendril reaches out to grapple them as the spell Black Tentacles except as noted here. This mystery only affects a single target and the tendril grappling them fades away into nothingness once the target escapes or breaks free from the grapple. However, as a move action you can reform the tendril allowing it to immediately attempt to grapple again as long as the target remains within range of the spell. You can keep reforming the tendril until the spell's duration expires after which any active tendril fades away into nothingness. You can only ever have one tendril summoned by a particular instance of this mystery at a time.

Resistance Fading
Arcane Dilemma
Level/School: 5th/Necromancy
Range: Close (25ft + 5ft/2 Caster Levels)
Target: One Creature
Duration: 1 Minute/Level
Saving Throw: None
Spell Resistance: No

You surround a creature with shadow magic which allows other creature's spells to slowly overwhelm the creature's resistances.

The targeted creature gains a -2 penalty to it's spell resistance for the duration of this mystery. In addition, every time in a round the creature is targeted with a spell or spell like ability that checks spell resistance it's spell resistance for that round is reduced by a further 2 stacking up to a maximum penalty of the mystery's caster's caster level. This penalty resets to 2 at the start of the target's turn.

Likewise the target suffers a -5 penalty to all energy resistances they may have (to a minimum of 0). For every attack of a given energy type that they suffer in a round that would deal more than 15 damage the penalty increases by 5. This penalty also resets to a -5 penalty at the start of the target's turn. Thus a creature with 20 fire resistance would have 5 fire resistance after being hit with three different fire attacks in a round, though if he had cold resistance 20 than he would still have 15 cold resistance after suffering those three fire attacks. If a creature has immunity to an energy type they lose it once the penalty to the given energy resistance reaches -40. After which they simply take half damage from all energy damage of that type.

Shadow Repression
Arcane Dilemma
Level/School: 6th/Necromancy
Range: Close (25ft + 5ft/2 Caster Levels)
Target: One Creature
Duration: 3 Rounds
Saving Throw: No
Spell Resistance: Yes

You corrode a target's soul and body and drain the energy around it.

When you target a creature with this mystery select one passive supernatural ability or ongoing spell effect you know the subject has or is affected by at the moment respectively. For the duration of this mystery that ability or spell is suppressed. This mystery can only target creatures with HD equal to or less than your caster level +1.



Shadowdancer's Grace
Night's Escape
Level/School: 6th/Illusion
Range: Personal
Target: You
Duration: 1 Minute/Level
Saving Throw: None
Spell Resistance: Yes

You grant yourself the nimble nature of flickering shadows.

While under the effects of this mystery you gain the benefits of the Hide in Plain Sight class feature as a Shadowdancer.

Thief's Domain
Night's Escape
Level/School: 5th/Evocation [Darkness]
Range: Close (25ft + 5ft/2 Caster Levels)
Effect: 30ft radius spread
Duration: 1 Minute/Level
Saving Throw: Will Partial
Spell Resistance: Yes

You create an area of pitch black darkness which absorbs ambient noise.

This mystery causes darkness to spawn within its radius which blocks sight completely. In addition, creatures within the area must make a will save each round or become deafened for one round. Even if they succeed on their will save they suffer a -10 penalty to listen checks as the sounds around them are muffled and distorted. Creatures who fail their saving throw can still produce sound and aren't restricted from casting spells with verbal components, but they are still deafened and have the associated chance of failing to cast spells with verbal components.

Quick Cover
Night's Escape
Level/School: 4th/Illusion [Glamour]
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You disappear into the shadows and any creature who thinks they saw something sees nothing but shadows.

This mystery can only be cast while you are within shadowy concealment or darker conditions and can be cast as an immediate action. If a creature locates you with a spot or listen check you may reroll your hide or move silently check as appropriate with a +20 bonus. If you beat their previous check you remain undetected. However, this bonus only applies against that single spot and listen check the creature made to locate you and does not apply to any other creature or in future rounds.



Master Mysteries:

Ephemeral Flight
Raven's Flight
Level/School: 9th/Transmutation/Conjuration [Teleportation]
Range: Personal
Target: You
Duration: 1 Round/Level
Saving Throw: None
Spell Resistance: No

You shift yourself partially to the plane of shadows, allowing exceptionally fast flight and the ability to dodge attacks by retreating to the plane of shadows.

Casting this mystery you cloak yourself in a glimmer of shadows with distant sparkling stars echoing from within. You gain a perfect flight speed of 500ft. If you already have a flight speed than it is increased to perfect maneuverability and it's speed is tripled or increased to 500ft whichever is faster.

In addition, you gain the benefits of the spell Blinking, Greater (SpC) except as noted here. You don't blink between the Ethereal and Material plane but between the Material and Plane of Shadows. Thus force effects and see invisibility style of effects do not help against your form of blinking. You also are treated as if you were on the Plane of Shadows for the purpose of the Plane of Shadow's magical traits.

Lurking Terrors
Creeping Nightmares
Level/School: 8th/Conjuration [Mind Affecting]
Casting Time: 10 Minutes
Range: Infinite
Target: One Creature
Duration: 10 Minutes
Saving Throw: Will Partial
Spell Resistance: Yes

You wait until a creature is asleep and then manifest their nightmares into the real world to attack them.

You must target a sleeping creature who you have personally met and who is on the same plane as you with this mystery. If the recipient is awake when the spell begins, you can choose to cease casting (ending the mystery) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a mystery or the mystery ends.

If the target fails their saving throw than after 30 minutes of being asleep 1d4 Greater Shadow Elementals (ToM pg 166) spawn and attack the sleeping target. If the target survives the initial attack on their sleeping form the elementals will continue to attack and chase after the targeted creature to the exclusion of all else. If the target dies or escapes completely the elementals attack any nearby creature. These elementals deal an additional amount of damage on their attacks equal to the caster's casting ability modifier. The caster can see out of the elementals senses but can not control them, this aspect of the mystery is blocked by effects that block scrying. The elementals last for 10 minutes after being created. The elementals can not form under areas where planar travel is prohibited and the mystery simply fails under those conditions, though the caster is aware that the summoning of the elementals failed. If the target succeeds on their saving throw they are instead faced with a single large Shadow Elemental as above.

Murder Flight
Raven's Flight
Level/School: 7th/Conjuration [Teleportation]
Range: Medium (100ft + 10ft/Caster Level)
Target: You and 1 Creature/2 Caster Levels.
Duration: Instantaneous
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

You shift several allies through the plane of shadows to unexpected positions.

You teleport yourself and one allied creature for every 2 caster levels anywhere within range of the spell. You push them through the plane of shadows and cloak their arrival to their new location as well catching any nearby foe by surprise. When a creature teleported by this mystery arrives they may make a single attack of opportunity against any adjacent enemy. That enemy is denied their dexterity against this attack of opportunity.

Nightmare Consumption
Creeping Nightmares
Level/School: 9th/Enchantment [Mind Affecting]
Casting Time: 10 Minutes
Range: Infinite
Target: One Creature
Duration: 1 Hour and Instantaneous (See Text)
Saving Throw: Will Partial
Spell Resistance: Yes

You wait until a creature is asleep and then attempt to overwrite their mind from within their dreams.

You must target a sleeping creature who you have personally met and who is on the same plane as you with this mystery. If the recipient is awake when the spell begins, you can choose to cease casting (ending the mystery) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a mystery or the mystery ends.

Once the target falls asleep you the target must make a will save after 10 minutes. If they fail you must remain channeling this mystery for a full hour as the mystery takes its toll on the target's psyche. You slowly observe, remove, twist and pull memories from their psyche. During this hour you gain full access to their memories and can add, remove, or change memories as you see fit. This mystery does not change the target's personality however, and they may notice some of their past actions to be inconsistent or very unusual. They may make a sense motive check whenever they come across a major contradiction in their memories, either from evidence showing their memories being incorrect or remembering a situation that is incredibly difficult to believe. The DC for this sense motive check is 5+your bluff modifier at the time of casting this mystery. Success means the target realizes something odd is going on but doesn't undo the mystery's effects. Still manipulating a paladin's memory to force them to "remember" that they are serving a Demon Lord won't result in the Paladin actually serving loyally. This mystery does not function in areas where planar travel is prohibited as you need to draw their psyche into the plane of shadows to manipulate it. A break enchantment spell with a 17th caster level or a wish or miracle is needed to remove the effects of this mystery.

If they succeed on their will save they wake up with a start feeling as if their mind was being torn asunder and they take 1d4 points of wisdom drain from the ordeal.

Shadow's Embrace
Shifting Shadow
Level/School: 7th/Transmutation
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Minute/Level (See Text)
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

Your wrap a creature in a web of protective darkness.

A creature under the effects of this mystery gains a +3 deflection bonus to AC and a +3 resistance bonus to saving throws. In addition when the mystery is cast the caster can select one of the following benefits. A creature under this mystery's effects can swap the to one of the other benefits as a move action. However, swapping benefits reduces the duration of this mystery by one minute. If this reduces the duration to 0 or lower the mystery immediately ends.


Bolstering Shadows: +2 Caster Level, Manifester Level, Binder Level or similar statistic (Choose One)
Resistance: The resistance bonus to saving throws is increased to +8
Shield: The deflection bonus to armor class is improved to +8
Wrath: Any creature striking the target of this mystery with a melee attack takes 1d8+10 slashing damage as the shadows turn vicious and skewer the enemy
Endurance: Gain DR 15/-
Sight: Gain Darkvision 120ft and can see in magical darkness and can see invisible creatures.
Warded: Gain Spell Resistance equal to 11+The Caster's Caster Level
Golem: Summon a single creature that can be summoned with Summon Monster VII and give it the dark template (LoM). This creature lasts for 2 rounds. Once this option has been selected this mystery ends as soon as the summoned creature dies or is dismissed and is automatically dismissed if this mystery ends or if the target switches to a benefit other than golem. The creature appears adjacent to the target and obeys the target's orders absolutely.


True Shadow
Shifting Shadow
Level/School: 9th/Abjuration/Conjuration
Casting Time: 30 Minutes
Range: Touch
Target: One Object or Point in Space
Duration: 1 Day/Level
Saving Throw: None
Spell Resistance: Yes

You bring the plane of shadows into the material plane by anchoring it to an object and allow the nature of the plane to warp and twist the object.

When you cast this mystery you must select one of the following options.

Ward: By touching an object no smaller than 5 cubic feat and no larger than 20 cubic feat or by touching a point in space you produce a powerful ward over the surrounding space. A 100ft radius spread pulsing from the object or touched point causes all teleportation and planar travel into the area to become disrupted. Creatures attempting to use such dimensional travel find themselves shifted to the plane of shadows in a random location. This mystery's effects burrow through walls and other solid barriers affecting the radius around it regardless of such obstacles. This mystery also causes scrying effects and similar divination effects to simply observe a random location on the Plane of Shadows.
Twist: In order to use this option you must touch a single object no larger than 20 cubic feet. Such an object becomes malleable and durable and takes a black tinge to its color. It's hardness and HP double, it gains spell resistance equal to 11+ your caster level and becomes a magical item for the duration of this mystery. In addition, you can command it as a move action to warp and shift it's form into any possible shape for its mass, treating it as the spell stone shape except targeting the entire object regardless of whether it is stone. A creature being surrounded or trapped by such a shifting object is allowed a reflex save to avoid being trapped (DC 20) and be allowed to move to the nearest available square. The caster can also as a standard action set a contingency for when and what the object will reshape itself as. They may select anything conditions to trigger the reshaping that would be allowed with a contingency spell. You can only have one contingency set per object at a given time. This option can be used on magical items but not artifacts. Using this option of the mystery only takes a single minute to cast.
Guardian: In order to use this option you must touch a single point in space. If you give a command word as a free action or any creature other than you and your familiars or similar companions enter within 50ft of that point in space a monster is spawned and attacks your enemies. You can specify any number of specific creatures to not cause the monster to spawn or give general descriptions, "Any non animal that enters this room". This creature is any creature that can be summoned via a Summon Monster IX spell and has +4 enchantment bonus to strength and dexterity as well as having the Shadow Creature template (Special Abilities are set when the mystery is first set) but the creature is made of raw shadowstuff and is less durable, having half as much hit points as normal. The type of creature is set when you first casts this mystery. This creature follows your orders and lasts for 10 minutes before vanishing. This creature can not leave more than 200ft from its initial summoning point. You may only have 3 creatures summoned at any one time via this mystery. Any further simply fail to be summoned. Whenever a creature is summoned via this mystery you are alerted telepathically of which creature is summoned and a brief description of a creature that caused the summoning.




Twisting Form
Shifting Shadow
Level/School: 8th/Transmutation
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Minute/Level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

You infuse a creature with the malleable essence of the plane of shadows allowing them to repeatedly shift their form.

This spell functions as the spell polymorph except as noted here. The maximum cap on HD is increased to 25. Whenever the target shifts into a new form with this mystery they gain the shadow creature template while in this new form selecting new special abilities from the template each time. In addition, after they first take their new form they can spend a standard action to shift into any other form they could of transformed into with this mystery. Shifting again does not cause the target to regain health as if they had rested.

However, shifting into new forms slowly wears away the power of this mystery. Each time they shift into a new form the maximum HD of the form they can transform into is reduced by 2. Thus if this mystery is cast on a 20th level character with a caster level of 20, the first form they can take can have 20 HD, the next form has to have a maximum of 18 HD, the next 16 HD, etc.

Umbral Jaunt
Raven's Flight
Level/School: 8th/Conjuration [Teleportation]
Casting Time: Immediate Action
Range: Medium (100ft + 10ft/Caster Level)
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Your shadow acts on its own accord and pulls you through the plane of shadows to avoid an attack.

When you cast this mystery you vanish and reappear anywhere within range. You can cast this mystery even if you were flatfooted or normally unable to take actions as your shadow acts independently to cast this mystery. You still must spend the action yourself to cast it.

Umbral Worm
Creeping Nightmares
Level/School: 7th/Transmutation
Range: Close (25ft +5ft/2 Levels)
Target: One Creature
Duration: See Text
Saving Throw: None
Spell Resistance: Yes

You implant a creeping essence of shadow magic that slowly creates an opening in any resistances the target might have.

When you cast this mystery on a target nothing at first seems to happen. However, the next time the target goes to sleep they suffer a -5 penalty to will saving throws while asleep. In addition, the spell burrows around any immunity to mind affecting effects the target might have not granted by their race or a template they might have. These penalties last until the target wakes up. This mystery has no effect on creatures that do not sleep.

This mystery is also exceptionally difficult to detect and is not detectable via detect magic or arcane sight. Greater Arcane Sight and other divinations of 7th level or higher can detect it's influences.

UristMcRandom
2019-11-14, 01:40 AM
Sinrager

"They say there's a heaven for those who will wait
Some say it's better but I say it ain't
I'd rather laugh with the sinners than cry with the saints
The sinners are much more fun
You know that only the good die young"

Requirements
To qualify to become a sinrager, a character must fulfill all the following criteria.
Alignment
Any non-good.
Base Attack Bonus
+9.
Skills
Knowledge (religion) 5 ranks.
Special
The character must take part in a ritual devoting themselves to a life of sin. The ritual must be performed with the assistance of a priest or shaman, takes 24 hours to complete and requires material components worth at least 5,000 gp.

Class Skills
The sinrager's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Open Lock (Dex), Sleight of Hand (Dex), and Use Rope (Dex).
Skills Points at Each Level: 4 + Int modifier.

Hit Dice: d12

SINRAGER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+0

+2
Devoted Sinner, Rage 1/day, Rage of Pride



2nd

+2

+3

+0

+3
Rage of Envy



3rd

+3

+3

+1

+3
Rage of Wrath



4th

+4

+4

+1

+4
Rage of Sloth



5th

+5

+4

+1

+4
Rage 2/day, Rage of Avarice



6th

+6

+5

+2

+5
Rage of Gluttony



7th

+7

+5

+2

+5
Rage of Lust


Class Features
All of the following are Class Features of the sinrager prestige class.

Weapon and Armor Proficiencies:
Sinragers gain no proficiency with any weapon or armor.

Devoted Sinner (Ex)
A sinrager's emotions are tempered and sharpened by their devotion to a life of sin. When a sinrager uses their rage ability, the duration of that rage is extended by a number of rounds equal to their ranks in Knowledge (religion), rounded down.

Rage (Ex)
This is exactly like the barbarian ability of the same name. At 1st level, a sinrager may rage once per day, and gain an additional usage of this ability at 5th level. If a sinrager has levels in the barbarian class the number of usages per day stack.