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RandomFellow
2007-12-21, 01:30 AM
An Aluran Shadow Mage is a master of fear and deception.

Requirements
To qualify to become an Aluran Shadow Mage, a character must fulfill all the following criteria.

Skills
Hide 4 Ranks, Move Silently 4 Ranks

Feats
Spell Focus (Illusion), Greater Spell Focus (Illusion), and Fell Frighten.

Spells
Possessing at least two Illusion spells in your spells known. One of which must be 3rd level or higher.
Possessing at least two Necromancy spells in your spells known. One of which must be 2nd level or higher.

Special
A spontaneous spellcaster with a charisma score of at least 20.

Table: Aluran Shadow Mage
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|0|0|0|0|Focused Spellcaster, Turning or Rebuking Undead, Spell Conversion|+1 level of existing arcane spellcasting class
2nd|1|0|0|0|Enhanced Shadow Magic +10%,|+1 level of existing arcane spellcasting class
3rd|1|1|1|1||+1 level of existing arcane spellcasting class
4th|2|1|1|1|Frightening Shadow Magic|+1 level of existing arcane spellcasting class
5th|2|1|1|1|Mastery of Darkness|+1 level of existing arcane spellcasting class
6th|3|2|2|2|Enhanced Shadow Magic +20%|+1 level of existing arcane spellcasting class
7th|3|2|2|2||+1 level of existing arcane spellcasting class
8th|4|2|2|2|Impervious Shadow Magic|+1 level of existing arcane spellcasting class
9th|4|3|3|3|Fell Shadow Magic|+1 level of existing arcane spellcasting class
10th|5|3|3|3|Enhanced Shadow Magic +30%|+1 level of existing arcane spellcasting class[/table]

Alignment
Any.

Hit Die
d4.

Class Skills
Spellcraft (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Concentration (Con), Hide (Dex), Move Silently (Dex)


Skill Points at Each Additional Level
4 + Int modifier.

Class Features
All of the following are class features of the Aluran Shadow Mage.

Weapon and Armor Proficiency
Gains no weapon or armor proficiencies.

Spells
An Aluran Shadow Mage gains spells per day and spells known as if he belonged to his previous spontaneous spellcasting class. He gains no other benefits he would have otherwise gained (such as bonus feats). However, his caster level does not increase as his previous spellcasting class (See Focused Spellcaster).

Focused Spellcaster
An Aluran Shadow Mage, due to his focus on Illusion and Necromancy, does not gain caster levels for any other schools from this class. (e.g. A Sorcerer 6 / Aluran Shadow Mage 10 has a CL of 16 for Illusion & Necromancy spells and a CL of 6 for all others.) However, this does not effect spell selection. (e.g. The same character could still pick up Teleport as one of his spells known)

Turning or Rebuking Undead (Su)
This class feature stacks with the pre-existing class feature. (e.g. A Cleric 3 / Sorcerer 3 / Mystic Theurge 10 / Shadow Mage 4 would turn or rebuke undead as if he was a 7th level cleric.) Otherwise, this ability has no effect.

Spell Conversion (Ex)
An Aluran Shadow Mage may convert any Illusion spell of the (figment) subschool or any Necromancy spell of the Fear and Mind-Affecting subschools to replicate any evocation, conjuration (creation) or conjuration (summoning) spell at least one level lower. This replicated spell has a percentage of 'reality' equal to 10% per spell level of the converted spell. The replicated spell is identical in function to Shadow Conjuration or Evocation (as appropriate) beyond the above modifications.

(e.g. Fear is a 4th Level Necromancy (Fear, Mind-Affecting) and could be converted into a Fireball with 40% reality. However, the Reflex save for the Fireball is DC 14.)

Enhanced Shadow Magic (Ex)
Spells from the Shadow Subschool gain an additional 10% reality at level 2. 20% at level 5. 30% at level 10. This enhancement can be used to increase a spell's reality above 100%.

Frightening Shadow Magic (Ex)
Any Shadow Evocation, Shadow Conjuration, or using the Spell Conversion class feature to replicate an Evocation or Conjuration spell causes anyone within the area of effect, who can be affected by (Fear, Mind-Affecting) spells, to become Shaken for two rounds. Applying Fell Frighten to such a spell heightens the effect from shaken to frightened rather than having its normal effect. In addition, when casting a Shadow Evocations or using Spell Conversion (Ex) to replicate an Evocation spell, the Shadow Mage may treat the spell as having the [cold] descriptor for purposes of applying the Lord of the Uttercold metamagic.

Mastery of Darkness (Ex)
The Shadow Mage also gains Darkvision 60', or has his existing Darkvision increased by 60'.

Fell Shadow Magic (Ex)
Choose one of the following feats: Fell Drain, Fell Animate, Fell Weaken, or Fell Frighten. This metamagic feat is treated as having two less level adjustment when applying to any Shadow Evocation, Shadow Conjuration, or using the Spell Conversion class feature to replicate an Evocation or Conjuration. If this ability would drop the level adjustment for a metamagic feat below its original level, consider the metamagic feat to be +0 rather than -X.

Impervious Shadow Magic (Ex)
For any divination to pierce your illusions, the caster of the divination must make a caster level check which versus 8+CasterLevel+IllusionSpellLevel. This is in addition to any normal requirements and this check can only be made once for any given divination. (e.g. If an elven wizard failed to penetrate your Mirage Arcana with his true seeing spell on the first attempt. The wizard would need to re-cast true seeing to get another try.)