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Icewalker
2008-12-07, 12:29 AM
http://farm3.static.flickr.com/2125/2447435856_e7524ea22d.jpg?v=0

But in the night
The darkness breathes
If he wills it to be...

Prerequisites:
The ability to cast the spell Darkness
Hide +7
Spellcraft +7

There are some who are afraid of the dark. And there are those who embrace it. There are some who take their love of the shadows further, pursuing studies of it, learning the secrets of the plane of shadow. These few are Sires of Shadow.

Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Disguise, Hide, Intimidate, Knowledge, Listen, Move Silently, Sense Motive, Spellcraft, Spot.

Skill points gained per level: 2 + int modifier.

Hit Dice: d6
Sire of Shadows
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+0|
+0|
+2|Shadowshape|+1 level of existing arcane spellcasting class

2nd|
+1|
+0|
+0|
+3|Shadow Forge|-

3rd|
+2|
+1|
+1|
+3|One With Shadow +2|+1 level of existing arcane spellcasting class

4th|
+3|
+1|
+1|
+4|Birth Shadow|-

5th|
+3|
+1|
+1|
+4|Steel Shadows|+1 level of existing arcane spellcasting class

6th|
+4|
+2|
+2|
+5|One With Shadow +4|-

7th|
+5|
+2|
+2|
+5|Shadow Walker|+1 level of existing arcane spellcasting class

8th|
+6|
+2|
+2|
+6|Immortal Shadows|-

9th|
+6|
+3|
+3|
+6|One With Shadow +6|+1 level of existing arcane spellcasting class

10th|
+7|
+3|
+3|
+7|Birth Greater Shadow|-[/table]

Weapon and Armor Proficiency: Sires of Shadow gain no proficiency with any weapon or armor.

Spells per Day: Starting at first level, and at every odd level afterwards, when a new Sire of Shadows level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Sire of Shadows to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one arcane spellcasting class before she became an Sire of Shadows, she must decide to which class she adds each level of Sire of Shadows for the purpose of determining spells per day.

Shadowshape: The basic ability that every budding Sire of Shadows first learns is that of Shadowshape. As a move action, they can fashion any simple object from any shadows they are in contact with. This allows the Sire of Shadows to make any object he knows well, such as the copy of a key that he usually carries on him, or a simple shape such as a cup, a tray, or a ladder.

The object must be simple, and cannot have things such as moving parts, as it is all a single mass of shadow. The volume of the object can be up to two cubic feet per class level. The object lasts 1 round/class level before fading.

While substantial enough to be corporeal (a cup will hold water, a ladder will support weight) they have no weight, and are not sturdy or sharp enough to be used as weapons.

This ability requires proximity to shadow, although if the source is then removed, the summoned objects do not vanish. Alternatively, the Sire of Shadows can pull pure shadow through his soul from the plane of shadow. This deals one Constitution damage to the Sire of Shadows, but doubles the duration the object remains before fading.

Shadow Forge: By second level, a Sire of Shadows has learned to sharpen his skills with Shadowshape. The Sire of Shadows can create any weapon, armor, or shield with his Shadowshape that he has handled in the past as a standard action, although he need not be proficient with it. The Sire of Shadows is proficient in any weapon or armor of shadow created by himself.

Armor and shields created this way have their maximum Dexterity bonus doubled, their armor check penalty reduced by half, and their arcane spell failure chance reduced by half. However, due to their incorporeal nature, Shadow Forged armor and shields only provide half the armor bonus that corporeal armor would.

Weapons (but not armor) created this way are treated as having an enhancement bonus equal to 1/2 the class level of the Sire of Shadows, rounded down (+1 at 2nd level, +2 at 4th level, etc.). Weapons formed from shadow strike at the being of the target, rather than their physical body: when attacking with a Shadow Forged weapon, the Sire of Shadows need only beat the target's touch AC to hit. However, due to their incorporeal nature, Shadow Forged weapons deal half damage, and the attacker does not add his Strength bonus to damage, and cannot use the feat Power Attack with these weapons.

None but the Sire of Shadows may wield a weapon he creates. These weapons last 1 round/class level before fading.

This ability requires proximity to shadow, although if the source is then removed, the summoned objects do not vanish. Alternatively, the Sire of Shadows can pull pure shadow through his soul from the plane of shadow. This deals one Constitution damage to the Sire of Shadows, but doubles the duration the weapon or armor remains before fading, as well as giving the weapon or armor a more pure power, increasing its effective enhancement bonus by +1.

One With Shadow: At 3rd level, through his studies, a Sire of Shadows forms a connection between his soul and the plane of shadow. This gives him a bonus on Hide checks of +2, and increases the effective caster level of any spell he casts with the Darkness descriptor or the Shadow subschool by 2.

These bonuses increase to +4 at 6th level, and again to +6 at 9th level.

Birth Shadow: The central ability of the Sire of Shadows is the ability to bring forth creatures of shadow to serve him. Once he has reached 4th level, a Sire of Shadows may, at will as a full round action, A Sire of Shadows may pull living shadow from the plane of shadow through his soul, and make it materialize on the plane he is currently on. This creates a Shadow (http://www.d20srd.org/srd/monsters/shadow.htm) who serves the Sire of Shadows with complete devotion. The shadow lasts 1 round/class level or until dismissed. Use of this ability deals 1 Constitution damage to the Sire of Shadows. This damage cannot be healed while the summoned shadow remains in existence.

Shadows summoned in this way do not have their Create Spawn ability.

Steel Shadows: At 5th level, a Sire of Shadows has further perfected the form of his dark creations. All objects created by Shadowshape, Shadow Forge, and Birth Shadow last twice as long. Shadow Forged weapons, armor, and shields function fully as their material counterparts, instead of only at half strength: Shadow Forged armor and shields provide their full armor bonus, and Shadow Forged weapons deal full damage, and the attacker may add their Strength bonus to the damage (but still may not use the Power Attack feat). This affects no other aspect of those abilities.

Shadows summoned by the Sire of Shadows' Birth Shadow ability gain a more physical essence as well, giving them a +2 bonus to natural armor and a +2 to hit. They are still incorporeal.

Shadow Walker: At 7th level, a Sire of Shadows has gained the ability to traverse the plane of shadow as he wishes. He may cast the spell Shadow Walk (http://www.d20srd.org/srd/spells/shadowWalk.htm) at will, at caster level equal to his class level.

Immortal Shadows: At 8th level, a Sire of Shadows has perfected his shadowy creations. The items created by Shadowshape and Shadow Forge no longer fade after a time limit.

Shadow Forged armor gains the Shadow (http://www.d20srd.org/srd/magicItems/magicArmor.htm#shadow) ability, and the Ghost Touch (http://www.d20srd.org/srd/magicItems/magicArmor.htm#ghostTouchArmor) ability.

Shadow Forged shields gain the Ghost Touch (http://www.d20srd.org/srd/magicItems/magicArmor.htm#ghostTouchArmor) ability.

Shadow Forged weapons gain the Frost (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#frost) ability and the Ghost Touch (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#ghostTouchWeapon) ability.

Shadows summoned by the Sire of Shadows' Birth Shadow or Birth Greater Shadow abilities gain a more powerful form as well, increasing their natural armor to +4, and giving them a +4 bonus to hit, as well as providing them with Damage Reduction 5/adamantine.

Birth Greater Shadow: When they reach 10th level, a Sire of Shadows can summon a far greater being than before. As a full round action, a Sire of Shadows may pull a greater portion of shadow essence through their soul and create a Greater Shadow (http://www.d20srd.org/srd/monsters/shadow.htm) who serves the Sire of Shadows with complete devotion until dismissed.

Use of this ability deals 1d2 Constitution damage to the Sire of Shadows. This damage cannot be healed while the summoned shadow still exists.

Shadows summoned in this way do not have their Create Spawn ability.

[hr]
Felt like making some random homebrew again. Ended up making more than originally planned, also again.

The original inspiration is a song by the Trans-Siberian Orchestra, specifically the lines in the song The Dark, put at the top of the post.

Risek
2008-12-07, 08:58 AM
Hmmm....I like this a lot.
I think that this would be very suited to shadowcasters, and I'd like to see perhaps a way of making it work.

Primal Fury
2008-12-07, 11:44 AM
Right off the bat, I think you need to fix the prerequisites (sp?). The way you have it worded, it advances spell-casting, without having it as a requirement. Since there are many creatures that have Darkness as a spell-like ability, that could be problematic.

Icewalker
2008-12-07, 02:26 PM
Well, even if people interpret it that way, it isn't really a problem. They wouldn't get the spellcasting progression because they don't have a class to choose to advance.

SilentNight
2008-12-07, 11:48 PM
I like this, you might even give them more way's to use their own shadows. Maybe being able to reach as far as it extends or something along those lines.

DrizztFan24
2008-12-10, 10:45 AM
This seems rather underpowered until you hit about level 8, which is level 12(?) in game time, assuming immediate entrance. After that everything seems to get a boost. You might want to consider the shadow weapon stuff extending a bit longer than that earlier on, otherwise this is just dead levels until then.

That's my personal view anyways. :smallsmile: