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    Default [D&D 3.5 Class] Psi-shade (Shadowcasters gone Mental)[PEACH]

    Psi-shade

    -All things of the world fall into shadow. The mind is no different. While there are those who weave shadows and let shadows into themselves, there are those who form shadows within their minds and draw them out. These are what are known as Psi-shades. Their minds are touched by the plane of shadow, allowing them to draw on a unique assortment abilities, at least in comparison to other manifesters. In essence, they accomplish the same feats as a shadowcaster, but draw from the shadows from a bond within instead of without.

    Game Rule Information
    -Psi-shades have the following game statistics
    -Abilities: Charisma is the primary ability for a psi-shade's powers, which empowers their powers, along with intellect which allows them to manifest their powers in the first place. Dexterity and constitution are also invaluable, allowing a psi-shade to both evade and take blows. Some powers do not have DCs, so some Psi-shades can function without charisma.
    -Hit Die: d6

    Class Skills
    -The psi-shade's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (the planes) (Int), Knowledge (psionics) (Int), Move Silently (Dex), Profession (Wis), Psicraft (Int), and Spot (Wis)
    -Skill Points at 1st Level: (2 + Int modifier) x 4
    -Skill Points at Each Additional Level: 2 + Int modifier

    Table 1-1: Psi-Shade
    Saves Manifesting
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Points/Day Powers Known Maximum Power Level Known
    1st +0 +2 +0 +2 Mental Fundamentals (3/day), Mysteries of the Mind, Subpsionic 2 2 1st
    2nd +1 +3 +0 +3 - 6 4 1st
    3rd +1 +3 +1 +3 Umbral Sight (darkvision 30ft) 11 6 2nd
    4th +2 +4 +1 +4 - 17 8 2nd
    5th +2 +4 +1 +4 Sustaining shadow (eat 1 meal/week) 25 10 3rd
    6th +3 +5 +2 +5 - 35 12 3rd
    7th +3 +5 +2 +5 Evolving Shadows 46 14 4th
    8th +4 +6 +2 +6 - 58 16 4th
    9th +4 +6 +3 +6 - 72 18 5th
    10th +5 +7 +3 +7 Sustaining shadow (sleep 1 hour/day) 88 20 5th
    11th +5 +7 +3 +7 Umbral sight (see in darkness 60ft) 106 22 6th
    12th +6/+1 +8 +4 +8 - 126 24 6th
    13th +6/+1 +8 +4 +8 - 147 26 7th
    14th +7/+2 +9 +4 +9 Mental Fundamenals (Unlimited Uses) 170 28 7th
    15th +7/+2 +9 +5 +9 Sustaining shadow (Immune to poison/disease) 195 30 8th
    16th +8/+3 +10 +5 +10 - 221 32 8th
    17th +8/+3 +10 +5 +10 - 250 34 9th
    18th +9/+4 +11 +6 +11 - 280 36 9th
    19th +9/+4 +11 +6 +11 - 311 38 9th
    20th +10/+5 +12 +6 +12 Sustaining shadow (no need to breath, eat, or sleep) 343 40 9th

    Class Features
    -Weapon and Armor Proficiencies: Psi-shades are proficient with all simple weapons, but not with any kind of armor or shields. Armor does not, however, inter fear at all with manifesting powers.

    -Power Points/Day: A Psi-shade's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high charisma score. His race may also provide bonus power points per day, as may certain feats and items.

    -Mental Fundamentals: As a Psi-shade, you must master certain basic powers before proceeding into the shadows that reside within your mind along with the secrets they hold. These powers, known as fundamentals, function as supernatural abilities each usable three times per day. You begin play knowing three fundamentals. Starting at fourteenth level however, your skill with them is such you may use them at-will. The save DC of any fundamental is equal to 10 + your Cha modifier.

    -Mysteries of the Mind: Unlike most manifesters, you draw from a very different list. You invoke powers that reflect mysteries, which are drawn from the Psi-shade power's list (Below), while they are similar to the shadow caster's list, there are notable differences in the lists and functions. As with shadowcasters, these powers are learned in paths. Every time you learn a new power higher than 1st level, you must have the previous power on the path or you will be unable to learn it. Each path contains 3 powers, starting at either 1st, 4th, or 7th level. For every two paths you complete, you acquire a bonus feat. This feat must be one you meet the prerequisites for, and must be drawn from the following list; Any Metashadow feat, any Metapsionic feat, Nocturnal Caster, Path Focus, Greater Path Focus, or Shadow Vision.
    -The Difficulty Class for saving throws against Psi-shade powers is 10 + the power's level + the Psi-shade's Cha modifier.
    -When ever you manifest a power that requires any sort of gesture, your shadow makes gestures of its own. Observers can make a DC 15 Spot check to notice your shadow's movements not matching your own.
    -Due to the innate differences between standard psionics and your own brand of it, any psicraft check made to identify your powers are made at a -4 penalty. Any check to dispel a power you cast is also made at a -4 penalty. This also is true of your own abilities in relation towards 'standard' psionics. If you have levels in another manifesting class, you do not suffer this penalty, and if someone who also has levels in Psi-shade attempts to dispel or identify your powers they do not suffer the penalty.

    -Maximum Power Level Known: A Psi-Shade begins play with the ability to learn 1st-level powers. As he attains higher levels, a psi-shade may gain the ability to master more complex powers. To learn or manifest a power, a psi-shade must have an Intelligence score of at least 10 + the power's level.

    -Subpsionic: Given the nature of a psi-shade's abilities, you are considered a subpsionic character. As such, you may qualify for feats and use subpsionic items as if you possessed the conjunctive mind feat, and any psionic items you create using powers known as a psi-shade are subpsionic items. Should you later take the conjunctive mind feat, none of your powers known and manifested by merit of being a psi-shade are negatively effected by conjunctive mind.

    -Umbral Sight: Once you reach 3rd level, your vision extends slightly into the Plane of Shadow. You gain darkvision out to 30 feet. If you already have darkvision, or gain it from some other source, the effective distance of that vision is increased by 30 feet. At 11th level, you become able to see perfectly in complete darkness, even magical darkness, out to 60 feet.

    -Sustaining Shadows: When you reach 5th level, your bond to the Plane of Shadow allows you to absorb dark energies, mitigating certain biological needs. You need eat only a single meal per week to maintain health. At 10th level, you only need 1 hour of sleep per night (but you must still rest for 8 hours to regain your power points for the next day). At 15th level, you gain immunity to nonmagical diseases and poisons. Finally, at 20th level, you no longer need to breathe, and need never eat or sleep.

    -Evolving Shadows: When you reach 7th level, your powers begin to change. Powers you manifest that are at least 3 levels lower than the highest you may manifest, are treated as Psi-like abilities instead of powers. Powers of at least 4 levels lower than the highest you may manifest no longer grant attacks of opportunity while manifesting. Powers of at least 5 levels lower than the highest you may manifest are no longer are subject to dispel. And finally, powers you manifest that are at least 6 levels lower than the highest you may manifest, are treated as supernatural abilities. Regardless of the form your powers take when manifested, they still require power points to be manifested.

    Psi-shades and prestige classes
    -Levels in Psi-shade qualify a character for prestige classes with the following entry requirements.
    • A manifested level requirement
    • Ability to manifest powers of X level
    • Ability to cast mysteries of X level or a specific mystery



    Creeping Darkness of the Mind
    -Darkness spreads, and night overcomes day. This is is true in magic, and just as true in psionics. A psion or wilder might discover later in their career the path to shadow within, and it swiftly consumes them.
    -When a multiclass erudite, psion or wilder gains a new Psi-shade level, they can choose to sacrifice a preexisting level of erudite, psion, or wilder in exchange for an additional psi-shade level. A character can exchange only one such level at a time. When 'swapping' levels, make the following changes.
    • Add 1 hit point.
    • Remove powers known where appropriate. You may however move a single metacreativity, clairsentience, or telepathy power you know over to your psi-shade list of powers known each time you do this. This does count against powers known.
    • leave skills gained as they are.
    • If you lose a level that granted a bonus feat, you lose the feat
    • If you lose a metapsionic feat due to this, you may trade it for a similar metashadow feat.
    • You cannot lose a feat or class ability that would make you ineligible for any other feat or prestige class you already have. Even if this means you can no longer take advantage of creeping darkness.
    Last edited by Xuldarinar; 2015-07-18 at 09:23 PM.
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    Default Re: [D&D 3.5 Class] Psi-shade (Shadowcasters gone Mental)[PEACH]

    Change log
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    -Power list reserve space added
    -Prestige Class list reserve space added
    -17 Prestige Class(es) added to Prestige Class list
    -69 Power(s) added
    -Analysis of number of uses of powers per day, between shadowcaster and psi-shade added. 1st level and 20th level.
    -Ability added: Evolving Shadows
    -Text added: Penalties in regards to psicraft checks and dispelling.
    -9 Power(s) added
    -Power use analysis removed.
    -Power Descriptions Added (Flavor Text and Augmentations not included at this time. Refer to ToM Until future notice)
    -Disciplines (Or Schools) added to Powers
    -Flavor text and details added to Power Descriptions.
    -Power Descriptions moved to 2 separate posts further down due to size limitations
    -Augmentations added.
    -1 Feat(s) added
    -1 Prestige Class(es) added.
    -Cleaned up text and tables.
    -Clarification added.
    Last edited by Xuldarinar; 2015-07-18 at 08:33 PM.

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    Default Re: [D&D 3.5 Class] Psi-shade (Shadowcasters gone Mental)[PEACH]

    Powers

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    Fundimentals

    Arrow of Dusk: Ray deals 2d4 nonlethal, x3 crit.
    Black Candle: As the spell darkness or light.
    Caul of Shadow: Shadows grant deflection bonus to AC.
    Liquid Night: Create ink by manifesting surrounding shadows.
    Mental Reflections: As the power detect psionics.
    Shadow Hood: Subject takes -1 penalty on attack rolls and Dexterity-based checks.
    Sight Obscured: +5 bonus on Hide, Slight of Hand, or other checks to conceal your movements, actions, or presence.
    Umbral Hand: As the spell mage hand, but can affect heavier objects and magic items.
    Widened Eyes: Gain low-light vision.

    1st-level powers

    Cloak of Shadows
    Steel Shadows: Gain +3 armor bonus and +3 shield bonus to AC.
    Dark Terrain
    Carpet of Shadow: Transform the ground into shadow-stuff, impeding movement
    Ebon Whispers
    Voice of Shadow: As the spell command, bu also affecting intelligent undead and constructs
    Eyes of Darkness
    Bend Perspective Change point of view, as though you were standing elsewhere.
    Night's Long Fingers
    Quicker than the Eye: Gain bonus to Slight of Hand checks; use Slight of Hand at a distance
    Shutters and Clouds
    Dawn and Dusk: Create an area of shadowy illumination.
    Touch of Twilight
    Life Fades: Deal nonlethal damage and cause fatigue
    Umbral Mind
    Mesmerizing Shade: Daze subject for 1 round or cause -1 penalty on attack rolls, checks, and saves.


    2nd-level powers

    Cloak of Shadows
    Sight Eclipsed:: Hide even when observed.
    Dark Terrain
    Black Fire: Create fire in several squares that deals cold damage.
    Ebon Whispers
    Congress of Shadows: Hold two-way conversation at a distance
    Eyes of Darkness
    Piercing Sight: Gain darkvision 60 ft. and see invisible creatures.
    Night's Long Fingers
    Trail of Haze: Touched target emits a trail of shadowy mist only you can see.
    Shutters and Clouds
    Shadow Skin: Thicken your flesh with the power of shadow.
    Touch of Twilight
    Flesh Fails: Deal minor ability damage.
    Umbral Mind
    Thoughts of Shadow: Briefly enhance mental abilities.

    3rd-level powers

    Cloak of Shadows
    Sharp Shadows: Foes striking you take piercing damage
    Dark Terrain
    Clinging Darkness: Root foes in place.
    Ebon Whispers
    Flicker: Flash through several locations via conduits of shadow.
    Eyes of Darkness
    Killing Shadows: Gaze attack that deals damage.
    Night's Long Fingers
    Umbral Fist: Make special attacks at a distance.
    Shutters and Clouds
    Dancing Shadows: Make subjects harder to hit
    Touch of Twilight
    Umbral Touch: Deal damage and slow with a touch.
    Umbral Mind
    Afraid of the Dark: Create a shadowy reflection of the subject that deals ability damage.

    4th-level powers

    Black magic
    Warp Power: Steal the energy of another caster/manifester's mystery or power.
    Body and Soul
    Bolster: Grant subject temporary hit points.
    Darkened Alleys
    Fearful Gloom: Area of shadow causes fear in all who enter
    Dark Reflections
    Shadow Evocation: Mimic evocation below 5th-level, but only 20% real.
    Ebon Roads
    Step into Shadow: Short-range travel through shadow
    Elemental Shadows
    Aura of Shade Subject is protected from cold and deals cold damage with attacks.
    Unbinding Shade
    Shadows fade: As the power dispel psionics.
    Veil of Shadows
    Shadow Vision: Subject takes penalties on most actions and has 50% miss chance.

    5th-level powers

    Black magic
    Echo Power: Repeat a mystery or power manifest in the previous round.
    Body and Soul
    Languor: Shadows weigh subjects down.
    Darkened Alleys
    Sickening Shadow: Area of shadow causes illness in all who enter.
    Dark Reflections
    Feign Life: Animate objects and give them concealment.
    Ebon Roads
    Pass into Shadow: As the spell plane shift, but must involve the plane of shadow.
    Elemental Shadows
    Dark Air or Water: As the spell control winds or control water.
    Unbinding Shade
    Unravel Dweomer: As the spell break enchantment
    Veil of Shadows
    Curtain of Shadows: Block line of sight and deal cold damage

    6th-level powers

    Black magic
    Flood of Shadow: Manifesting in area is difficult: shadow mysteries and powers are empowered.
    Body and Soul
    Shadow Investiture: Grant subject cold resistance 15, evasion, and ability to see in darkness
    Darkened Alleys
    Deadly Shade: Area of shadow enhances or dampens damage dealt within.
    Dark Reflections
    Greater Shadow Evocation: Mimic evocation below 7th level, but only 60& real.
    Ebon Roads
    Voyage into Shadow: As the spell shadow walk, but faster.
    Elemental Shadows
    Shadow Storm: Arcs of cold and electricity strike multiple targets
    Unbinding Shade
    Greater shadows fade: As the power greater dispel psionics.
    Veil of Shadows
    Unveil: Remove many adverse conditions.

    7th-level powers

    Breath of Twilight
    Greater Life Fades: As the mystery life fades, but more potent and affecting more subjects.
    Dark Metamorphosis
    Ephemeral Image: Create a shadow duplicate through which you can manifest your powers.
    Ebon Walls
    Prison of Night: Entrap subject in a shadow prison.
    Eyes of the Night Sky
    Truth Revealed: As the spell true seeing, with additional, but possibly misleading information.
    Heart and Soul
    Dark Soul: Compel a subject to attack a target of your choice.
    Shadow Calling
    Summon Umbral Servant: Summon shadow elementals to serve you.
    Shadowscape
    Grasping Shadows: Tendrils grapple foes and cause blindness.

    8th-level powers

    Breath of Twilight
    Greater Flesh Fails: As the mystery flesh fails, but more potent and affecting more subjects
    Dark Metamorphosis
    Umbral Body: Transform into an incorporeal being of shadow
    Ebon Walls
    Tomb of Night: Prison of shadow drains level from subject inside.
    Eyes of the Night Sky
    Far Sight: As the spell greater scrying, in conduction with the mystery truth revealed
    Heart and Soul
    Soul Puppet: As the spell dominate monster.
    Shadow Calling
    Shadow Plague: A cloud of shadow energy deals 4d6 could damage/round.
    Shadowscape
    Menagerie of Darkness: Transform nearby animals and vermin into shadow creatures and gain control over them.

    9th-level powers

    Breath of Twilight
    Ephemeral Storm: Targets must save or die, success results in 5d6 damage
    Dark Metamorphosis
    Shadow Time: Act freely for 3 rounds.
    Ebon Walls
    Consume Essence: Slay creature and instantly reanimate it as a dark creature under your control.
    Eyes of the Night Sky
    Reflections of Things to Come: Gain limited insight into the future.
    Heart and Soul
    Shadow Surge: As the spell dominate monster, but affects multiple targets for 1 round.
    Shadow Calling
    Army of Shadow: Summon shadow elementals to serve you.
    Shadowscape
    Black Labyrinth: Shift portions of the real world into Shadow and vice-versa, creating a bewildering array of effects.


    Augmentations
    Spoiler
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    ALL MYSTERIES (where applicable): For each 2 power points spent on mystery, it gains +1 DC in addition to any other augmentation benefits.

    Apprentice Path Mysteries
    Cloak of Shadows
    Steel Shadows: None.
    Sight Eclipsed: None.
    Sharp Shadows: Each 1 PP => +1 damage taken.

    Dark Terrain
    Carpet of Shadow: Each 1 PP => one 5' square affected.
    Black Fire: Each 2 PP => +1d6 cold damage.
    Clinging Darkness: None.

    Ebon Whispers
    Voice of Shadow: None
    Congress of Shadows: None.
    Flicker: Each 1 PP => 5 feet of distance travelled.

    Eyes of Darkness
    Bend Perspective: None.
    Piercing Sight: None.
    Killing Shadows: Each 1 PP => +1d8 damage

    Night's Long Fingers
    Quicker than the Eye: Each 1 PP => +1 Sleight of Hand.
    Trail of Haze: None.
    Umbral Fist: Each 1 PP => +1 to opposed check.

    Shutters and Clouds
    Dusk and Dawn: None.
    Shadow Skin: 2 PP => DR 10/magic, another 4PP => DR 10/silver, another 4PP => DR 15/silver, another 4PP => DR 15/-.
    Dancing Shadows: Each 5 PP => +1 target for blur effect (Starts with 2).

    Touch of Twilight
    Life Fades: Each 1 PP => +1d6 damage
    Flesh Fails: None.
    Umbral Touch: None

    Umbral Mind
    Mesmerizing Shade: None
    Thoughts of Shadow: None
    Afraid of the Dark: Each 4 PP => +1 wisdom damage

    Initiate Path Mysteries
    Black Magic

    Warp Spell: Each 1 PP => +2 to opposed dispel check, +1 free power point to augment apprentice mystery replicated with Warp Spell.
    Echo Spell: None.
    Flood of Shadow: None

    Body and Soul

    Bolster: Each 1 PP => +5 temp HP
    Languor: Each 1 PP => +1 target for slow
    Shadow Investiture: None

    Dark Reflections

    Shadow Evocation: Each 1 PP => the replicated spell is treated as +1 caster level for all purposes related to damage and it has no damage cap. If you spend an additional 4 PP the mystery gains +40% reality and can replicate evocation spells of 2 levels higher. This augmentation can be applied twice.
    Feign Life: Each 1 PP => +1 small animated object
    Shadow Evocation, Greater: Replace with a fitting mystery of your choice. My suggestion would be greater shadow conjuration

    Darkened Alleys

    Fearful Gloom: None
    Sickening Shadow: None
    Deadly Shade: None

    Ebon Roads

    Step into Shadow: 6 PP => move action cast
    Pass into Shadow: None
    Voyage into Shadow: None

    Elemental Shadows

    Aura of Shade: Each 1 PP => +12 cold damage absorb
    Dark Air or Water: Each 1 PP => +1 category of wind strength
    Shadow Storm: Each 1 PP => +1d6 damage

    Unbinding Shade

    Shadows Fade: Each 1 PP => +4 to dispel check (up to a maximum of +20). If you spend 4 PP, this mystery is instead treated as Greater dispel magic.
    Unravel Dweomer: Each 1 PP => +4 to opposed check (Up to a maximum of +15).
    Shadows Fade, Greater: Spend 4 PP => Creates an anti-magic field centered on target. The field's radius is equal to half the range of Greater Shadows Fade.

    Veil of Shadows

    Shadow Vision: None
    Curtain of Shadows: Each 1 PP => +1d6 damage
    Unveil: None

    Master Paths

    Breath of Twilight

    Life Fades, Greater: Each 1 PP => +1d6 damage
    Flesh Fails, Greater: None
    Ephemeral Storm: None

    Dark Metamorphosis

    Ephemeral Image: None
    Umbral Body: None
    Shadow Time: Each 4 PP => +1 round of apparent time

    Ebon Walls

    Prison of Night: 2 PP => Becomes old tomb of night
    Tomb of Night: Replace with similar themed mystery (Maze? banishment?)
    Consume Essence: None


    Eyes of the Night Sky

    Truth Revealed: None
    Far Sight: None
    Reflections of Things to Come: None

    Heart and Soul

    Dark Soul: None (Note that the save dc augmentation also applies to the save dc needed to avoid attacking an adjacent ally)
    Soul Puppet: None
    Shadow Surge: Every 2 PP => increase the duration by 1 round

    Shadowscape

    Grasping Shadows: Each 1 PP => +1 to opposed grapple check
    Menagerie of Darkness: Each 1 PP => +4 HD to control cap
    Black Labyrinth: None

    Shadow Calling

    Summon Umbral Servant: 4 PP => becomes old Army of shadow
    Shadow Plague: None
    Army of Shadow: 2 PP => Summon Monster 9, the summoned creature is granted the dark template. For an additional 4 PP, grant the shadow template instead of the dark template.

    (Augmentations, created by peacenlove. Thank you.)
    Last edited by Xuldarinar; 2015-07-18 at 08:21 PM.

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    Default Re: [D&D 3.5 Class] Psi-shade (Shadowcasters gone Mental)[PEACH]

    Prestige Classes
    A list of various prestige classes they can qualify for using their psionics, and that advance their psionics (not listing things like pyrokineticist). This isn't going to be an all encompassing list, just of what I can find, of official content.

    Manifesting PrCs:
    Anarchic Initiate (CP)
    Cerebremancer (EPH) [You must obtain arcane casting from another source]
    Daggerspell Psion (CA) [A suggested adaptation of dagger spell mage. Must obtain sneak attack from another source]
    Ebon Saint (CP) [Must obtain sneak attack from another source]
    Ectopic Adept (CP) [Only from a previous Psion who has chosen Astral construct to transfer over to Psi-shade]
    Elocater (EPH)
    Flayerspawn Psychic [CP] [Only from a previous Psion who has chosen Psionic charm to transfer over to Psi-shade]
    Storm Disciple (CP) [Only if you take the Mantled Shade feat, listed below]
    Illithid Slayer (EPH)
    Metamind (EPH)
    Psion Uncarnate (EPH)
    Quori Mindhunter (MoE) [Only from a previous Psion who has chosen thought shield to transfer over to Psi-shade]
    Sanctified Mind (LoM) [Must obtain Martial Weapon Proficiencies from another source]
    Shadowmind (CA) [Only from a previous Psion who has chosen Concealing amorpha to transfer over to Psi-shade]
    Thrallherd (EPH) [Only from a previous Psion who has chosen mind link to transfer over to Psi-shade]


    Mystery-using PrCs:
    Child of Night (ToM)
    Master of Shadow (ToM) [Note: Only if you use the feat Shadow Psicrystal, which is listed below. In addition, treat the character's shadow elemental as a psionic creature if they enter using Psi-shade.]
    Noctumancer (ToM) [You must obtain arcane casting from another source]

    Psi-Shade Feats

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    Shadow Psicrystal
    Prerequisites: Psi-shade 3rd level
    Benefit: You gain the ability to gain a psycristal, however psycrystals you obtain possess the dark template.
    Special: For the purpose of meeting prerequisites, this feat counts as the shadow familiar feat and as the Psicrystal Affinity feat.

    Mantled Shade
    Prerequisites: Psi-shade 1st level
    Benefit: You learn a mantle, gaining its associated ability and become able to learn powers from it.


    Also consider looking at expanded sub-psionics for content.
    Last edited by Xuldarinar; 2015-07-18 at 08:29 PM.

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    Default Re: [D&D 3.5 Class] Psi-shade (Shadowcasters gone Mental)[PEACH]

    Is it now OK to comment?

    Typo on the table at 20th level ability (No need to great?)

    Also sorcerer level powerful, but since you use the manifesting chassis, most of the mysteries should be augmentable. Unearthed arcanna has a variant. The homebrewer Ernir has devised another system that translate core spells into powers IIRC (Will post the link later).

    The ability not to go supernatural was (arguably) the only factor that set the shadowcaster apart from other casting classes. Maybe a scaling ability that makes Mysteries of the mind closer to supernatural? (Only need to remove SR defense, ability to be recognized, can't be dispelled and can't draw attacks of opportunity for low level powers, since powers are already close to being spell like abilities anyway.)

    How can you enter Nocturmancer without arcane casting?

    Still a great conversion that remains true to the base class!
    Last edited by peacenlove; 2013-03-29 at 04:03 AM.

    Complete Shadow Magic! for Pathfinder Rules. (Google Docs PDF)
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    Default Re: [D&D 3.5 Class] Psi-shade (Shadowcasters gone Mental)[PEACH]

    Quote Originally Posted by peacenlove View Post
    Is it now OK to comment?

    Typo on the table at 20th level ability (No need to great?)

    Also sorcerer level powerful, but since you use the manifesting chassis, most of the mysteries should be augmentable. Unearthed arcanna has a variant. The homebrewer Ernir has devised another system that translate core spells into powers IIRC (Will post the link later).

    The ability not to go supernatural was (arguably) the only factor that set the shadowcaster apart from other casting classes. Maybe a scaling ability that makes Mysteries of the mind closer to supernatural? (Only need to remove SR defense, ability to be recognized, can't be dispelled and can't draw attacks of opportunity for low level powers, since powers are already close to being spell like abilities anyway.)

    How can you enter Nocturmancer without arcane casting?

    Still a great conversion that remains true to the base class!
    Thank you for pointing out the typo. I hadn't caught that. I've just fixed it.

    Making the powers augmentable, that is a good idea. As well they should be for this. I'll read up on examples and see what I can come up with. When you post the link, i'll gladly take a look at it for inspiration.

    As for the progression towards supernatural, That is something to consider. I didn't put that in to start because I honestly wasn't so sure about it. What also set it apart were its casting mechanics as far as. Each were set up as 1/day, 2/day, and 3/day. I should also likely also add an entry with how a psi-shade's powers differ from another psionic users, similar to the way that mysteries differ from spells. Help separate but permit compatibility.

    Good point. You cannot. But, I've also listed the Cerebremancer, which also requires arcane casting to enter. I just didn't put notes on either. I should include the psionics/divine Theurgic PrC but I believe thats Web content (though WotC made).

    Im glad you like the conversion all in all. I felt the shadowcaster would benefit strongly from a conversion as the class at its core is filled with flavor but functionality can be lacking. I've considered making things to help fill in dead levels (Which could include a progression akin to the shadowcaster's) but i'll have to better understand psionics first. Some things mix easily, others not so much.

    Thank you for taking the time to comment, input helps a lot. Both in that I can better improve what I have, and if no one says anything this just sinks to the bottom.
    Last edited by Xuldarinar; 2013-03-29 at 04:23 AM.

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    Default Re: [D&D 3.5 Class] Psi-shade (Shadowcasters gone Mental)[PEACH]

    Here is the link

    Some paths would have some problems being augmented since they have similar mysteries (Dispel magic path, Prison/tomb of night, shadow/greater shadow evocation) since the similar mysteries would be combined to one in the psionics system.

    Lastly there are 9 official mysteries here
    Last edited by peacenlove; 2013-03-29 at 04:51 AM.

    Complete Shadow Magic! for Pathfinder Rules. (Google Docs PDF)
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    Default Re: [D&D 3.5 Class] Psi-shade (Shadowcasters gone Mental)[PEACH]

    Quote Originally Posted by peacenlove View Post
    Here is the link

    Some paths would have some problems being augmented since they have similar mysteries (Dispel magic path, Prison/tomb of night, shadow/greater shadow evocation) since the similar mysteries would be combined to one in the psionics system.

    Lastly there are 9 official mysteries here
    Thank you. I shall add these, and later i'll come up with appropriate augmentations. I'll figure out a work around where needed.
    Last edited by Xuldarinar; 2013-03-29 at 05:10 AM.

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    Default Re: [D&D 3.5 Class] Psi-shade (Shadowcasters gone Mental)[PEACH]

    Power Descriptions [A-K]

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    Afraid of the Dark
    Umbral Mind
    Level/School: 3rd/Telepathy (Mind Effecting, Shadow)
    Range: Medium (100 Ft. + 10 ft./level)
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Will half
    Power Resistance: Yes
    Power Points: 5

    A shadowy image of your foe appears before him and reaches out to clutch him before vanishing

    You draw forth a twisted reflection of your foes from the Plane of Shadow. THe image unerringly touches the subject, causing Wisdom damage equal to 1d6 points +1 point per four manifested levels (maximum +5). A Will saving through halves the Wisdom damage.

    Army of Shadow
    Shadow Calling
    Level/School: 9th/Metacreativity (Summoning)
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One or more summoned creatures, no two of which are more than 30 ft. apart
    Duration: 1 minute/ level (D)
    Saving Throw: None
    Power Resistance: No
    Power Points: 17

    Reality seems to tear open, revealing a dark rift. From the blackness, a shadow elemental emerges, The first of many, it is ready to serve.

    This power functions like the spell summon monster 1, except as noted here. You can summon one elder, two greater, four Huge, or eight Large shadow elementals.

    Arrow of Dusk
    Fundamental
    Level/School: 1st/Psychokinesis
    Range: Medium (100 ft. +10 ft./level)
    Effect: Ray
    Duration: Instantaneous
    Saving Throw: None
    Power Resistance: No
    Power Points: 0

    A bolt of shadow springs from your hand, draining vitality where it strikes.

    You must succeed on a ranged touch attack to deal 2d4 points of nonlethal damage to the target. If you score a critical hit, triple the damage.

    Aura of Shade
    Elemental Shadows
    Level/School: 4th/Psychometabolism [Cold]
    Range: Touch
    Target: Creature touched
    Duration: 1 round/level (D)
    Saving Throw: Will negates (harmless)
    Power Resistance: Yes (harmless)
    Power Points: 7

    The environment grows immediately more comfortable as you surround yourself with an aura of protective shadow.

    You protect the subject from low temperatures and cold energy with a thin layer of that energy's shadowy reflection. This grants the subject immunity to normal extremes of temperature and absorbs cold damage from attacks and effects. When an aura of shade absorbs a total of 12 points of cold damage per manifested level (maximum 120), it expires.
    For as long as the aura is active, the subtext's weapon or natural weapon melee attacks deal an extra 1d6 points of cold damage.

    Bend Perspective
    Eyes of Darkness
    Level/School: 1st/Clairsentience
    Range: Personal
    Target: You
    Duration: 1 minute/level (D)
    Power Points: 1

    You send your vision through shadows and into planar reflections, altering your point of view.

    You view the world as though you were standing in a different spot, up to a maximum distance of 25 feet plus 5 feet per two manifested levels. You cannot see through solid objects. You can, however, look around corners or over barriers, obtain a bird's-eye view of your area, and the like. Essentially, you shift your perspective as though you were located at any spot in range to which you have line of effect.
    You can switch back and forth between your own eyes and your alternate viewpoint as a swift action. You can move your alternate perspective, as in the spell arcane eye. Its speed is only 10 feet per round, however, and every round of such movement decreases the power's duration by 1 minute (if you move the perspective in the last minute of the duration, you gain a few seconds of vision at the new position before the effect expires).

    Black Candle
    Fundamental
    Level/School: 1st/Psychokinesis
    Range: Touch
    Target: Object touched
    Duration: 1 round/level (D)
    Saving Throw: none
    Power Resistance: No
    Power Points: 0

    You draw on extra planar shadow or banish existing shadows to let in the light.

    This power functions like the spell light or the spell darkness. Only one of these two effects is possible per use, and you must decide which effect is desired when manifesting.

    Black Fire
    Dark terrain
    Level/School: 2nd/Psychokinesis
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: One 5-ft. square/level (S)
    Duration: 1 round/level (D)
    Saving Throw: Reflex negates; see text
    Power Resistance: Yes
    Power Points: 3

    YOu open a conduit to the Plane of Shadow, drawing its elements into the world and igniting a black fire on the ground.

    You create a shapable shadowy curtain of black flame that covers the affected squares. THe fire deals 1d6 points of cold damage per two manifested levels to any creature standing in an affected square at the beginning of each of your turns until the effect ends. In addition, the flame deals damage on any creature entering or passing through an affected square. Black fire burns only a few feet tall, so a creature can avoid the effects of the power by jumping or flying over the area.

    Black Labyrinth
    Shadowscape
    Level/School: 9th/Metacreativity (Creation)
    Range: Long (400 ft. + 40 ft./level)
    Area: One-mile-radious spread, centered on a point in space
    Duration: 24 hours/2 levels (D)
    Saving Throw: Will partial; see text
    Power Resistance: No
    Power Points: 17

    The air blackens, the shadows of the alleys lengthen, and the wind shrieks ad the Shadow and Material Planes collide.

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

    • All attacks have a 50% miss chance.
    • Area of effects with a source or target within the black labyrinth have a 20% chance of improper placement. If this occurs, the spell is centered 1d4 x 5 feet in a random direction from where the caster intended. To determine direction, use the rules for a missed splash weapon (PH 158).
    • All Search and Spot checks take a -10 penalty
    • Any movement, from a 5-foot step to a full run and everything between, occurs in a random direction. (Again, use the rules for a missed splash weapon to determine direction.) Reroll any result that places the creature in an 'illegal' space (In another creature's area, within a wall, and so on). A random roll that results in a fall off a ledge (or a similar mishap) is allowable. A successful Will save negates this particular effect, but that save must be repeated each round of movement.
    • Any teleportation effect within a destination inside the black labyrinth deposit their passengers 1d% x 5 feet from the intended destination. If this would put them inside a solid object, treat as a mishap as discribed in the teleportation spell. If this would send them outside the power's area, roll again. A teleport effect cast within the black labyrinth and inteded to transport the subject to a point outside the affected area requires a successful Will save; failure indicates that the subject instead teleports to a random point within the black labyrinth.


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

    Bolster
    Body and Soul
    Level/School: 4th/Psychometabolism
    Range: Touch
    Target: Creature touched
    Duration: 10 minutes/level or until discharged
    Saving Throw: Will negates (harmless)
    Power Resistance: Yes (harmless)
    Power Points: 7

    By linking the creature touched and the Plane of Shadow, you temporarily trade some of its traits for more potent ones belonging to creatures of that shady realm.

    You grant the subject 5 temporary hit points for each of its Hit Dice (Maximum 75). FOr the duration of the effect, the subject's shadow grows larger than normal, and its movements are very slightly uncoordinated with those of the subject. An observer can notice this characteristic by making a DC 20 Spot check.

    Carpet of Shadow
    Dark terrain
    Level/School: 1st/Metacreativity (Creation)
    Range: Close (25 ft. +5 ft./2 levels)
    Area: One 5-ft. square/level (S)
    Duration: 1 minute/level (D)
    Saving Throw: None
    Power Resistance: no
    Power Points: 1

    The ground becomes rough and hazardous, the real floor superimposed with irregular terrain of the Plane of Shadow.

    You cloak the ground with an uneven and hard to traverse surface. The terrain becomes difficult, meaning that each 5-foot square within the area costs double to move into. For instance, each light undergrowth square (normally costing 2 squares of movement to move into) now costs 4 squares of movement to move into. If you manifest this power a second time on the same area (or a portion of the same area) while the first manifesting is still active, the second manifesting does not worsen the terrain further (although it would extend the duration of the effect on that area)

    Caul of Shadow
    Fundamental
    Level/School: 1st/Psychometabolism
    Range: Personal
    Target: You
    Duration: 1 minute/level (D)
    Power Points: 0

    A shifting, whirling field of semisolid shadows and tiny rifts in the air rises around you.

    Caul of shadow faintly darkens your form, but does not provide any bonuses on Hide checks or similar efforts. You gain a +1 deflection bonus to AC, with an additional +1 for every six manifested levels (Maximum bonus +4)

    Clinging Darkness
    Dark Terrain
    Level/School: 3rd/Metacreativity (Creation)
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 20-ft. radius emanation (D)
    Duration: 1 minute/level
    Saving Throw: Reflex negates; see text
    Power Resistance: yes
    Power Points: 5

    Shadow oozes out of the floors, the walls, even the air, filling the area with wisps of writhing blackness. Creatures within the area become coated in the clinging shadows.

    Any creature within the area affected by this power, or that enters the area on its turn, must make a Reflex save or become immobilized.
    Each round on its turn, an immobilized subject can attempt a new saving throw to end the condition. Because of the subject's condition, this save is a full-round action (But does not provoke attacks of opportunity). If an immobilized subject succeeds on its save, it still needs to save again at the start of its next turn in order to avoid succumbing to the darkness again.

    Congress of Shadows
    Ebon Whispers
    Level/School: 2nd/Clairsentience [Mind-Affecting]
    Range: 1 minle/level
    Target: One living creature whose exact location is known to you, or one living creature you know well whose approximate location (within 100 ft.) is known to you
    Duration: Instantaneous
    Saving Throw: Will negates (harmless)
    Power Resistance: Yes (harmless)
    Power Points: 3

    You look towards your shadow and speak a few words knowing that some distance away, a subject hears them and might reply.

    You speak, and your words appear in the mind of a distant creature. The message can consist of up to five words, plus one additional word per manifested level. It cannot deliver command words for magic or psionic items, or in any other respect function as anything but normal speech. If the subject is where you believe it to be, the message is delivered. The subject recognizes the identity of the sender of the message if it knows you. The creature cat then reply, using the same number of words that you used. THe message cannot cross planar boundaries.

    Consume Essence
    Ebon Walls
    Level/School: 9th/Psychometabolism [Death]
    Range: Touch
    Target: One living creature
    Duration: Instantaneous, then 1 round/level
    Saving Throw: Will negates
    Power Resistance: Yes
    Power Points: 17

    You reach out and peel the subject's shadow away, then wrap it inside your own

    The target of this horrid power must succeed on a Will saving throw or die. If the creature succumbs to the power and dies, it immediately returns to life, gains the dark creature template, and is under your control. The creature remains in this state for 1 round per level, and then dies again.

    Curtain of Shadows
    Veil of Shadows
    Level/School: 5th/Psychometabolism
    Range: Close (25 ft. + 5 ft./2 level)
    Effect: Shadowy wall whose area is up to one 10-ft. square/level (S)
    Duration: 1 minute/level (D)
    Saving Throw: None
    Power Resistance: No
    Power Points: 9

    You create a wall of frigid shadow that blocks vision and wracks all who pass through it with cold.

    You create a wall of shadow that completely blocks line of sight. Any creature passing through the wall takes 1d6 points of cold damage per manifested level (maximum 15d6).

    Dancing Shadows
    Shutters and Clouds
    Level/School: 3rd/Psychometabolism (Glamer)
    Range: Touch
    Target: One creature/5 levels
    Duration: 1 round/level (D)
    Saving Throw: Will negates (harmless)
    Power Resistance: Yes (harmless)
    Power Points: 5

    You draw the shadows around yourself or other subjects, where they waver and shift, partially obscuring form.

    You grant subjects concealment. If you manifest this power on a single subject, the shadows are thicker, and the subject gains total concealment. The spell see invisibility and the mystery piercing sight do not negate these miss chances, but the spell true seeing and the mystery truth revealed do.

    Dark Air or Water
    Elemental Shadows
    Level/School: 5th/Psychometabolism [Air or Water]
    Power Points: 9

    Reaching out with your mind to the darkness attached to your soul, you infuse nature with shadow and compel it to do your will.

    This power functions like the spell control water or control winds. You decide which version to use at the time of manifesting.

    Dark Soul
    Heart and Soul
    Level/School: 7th/Telepathy (Compulsion) [Mind Effecting]
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: Will negates; see text
    Power Resistance: Yes; see text
    Power Points: 13

    You open the subject's mind to the Plane of Shadow, altering its personality.

    You turn the dark energies from the Plane of Shadow upon another creature, compelling it to act in ways that it normally would not. While this effect is active, you can use a standard action to focus the shadow energies on one living creature within 30 feet that you sleet. The creature must succeed on a Will saving throw (DC 17 + your Cha modifier) or immediately make a melee attack against one target within its reach.

    Deadly Shade
    Darkened Alleys
    Level/School: 6th/Psychometabolism [darkness]
    Range: Close (25 ft. + 5 ft/2 levels)
    Area: 30 ft radious emanation
    Duration: 1 round/level
    Saving Throw: Fortitude negates; see text
    Power Resistance: Yes
    Power Points: 11

    Tendrils of darkness flow from the ground like smoke, filling the area with writhing, shifting darkness. A cold draft washes over your soul even as the tendrils rise.

    The area of deadly shade is filled with shadowy illumination, as per darkness (PH 216). In addition, each time you manifest this power, decide if you wish the power to deal or absorb damage.

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

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

    Dusk and Dawn
    Shutters and Clouds
    Level/School: 1st/Psychokinesis
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 20-ft. radius emanation centered on a point in space
    Duration: 10 minutes/level (D)
    Saving Throw: None
    Power Resistance: No
    Power Points: 1

    By drawing shade from the Plane of Shadow, or banishing the shadows back to it, you control the level of illumination in the area.

    You make a dark area lighter or a light area darker, blanketing the affected area in shadowy illumination. Creatures with dark vision can see through this area normally.

    Echo Power
    Black Magic
    Level/School: 5th/Universal
    Range: Close
    Effect: Repeats a previously manifested power or mystery
    Duration: See text
    Saving Throw: See text
    Power Resistance: See text
    Power Points: 9

    Even as you recoil from your enemy's power, you reach into the Plane of Shadow and draw forth the spiritual reflection of that power. With a grin, you manifest it in the physical world and hurl it back at him.

    You can "echo" a mystery or power manifested by anyone other than yourself, causing it to remanifest under your control. Both the manifested and the effect must have been within echo power's range, and the entire manifesting must have occurred in the previous round. You choose the mystery or power's target, and make any other choices involved in manifesting it. You can manifest the mystery or power using your manifested level (use your Cha modifier to determine the mystery or power's DC; its duration,saves, and the like are as normal for that power). YOu cannot echo a mystery or power of a higher level than the highest level power you can manifest, and you can never echo a mystery or power of higher than 4th level.

    Ephemeral Image
    Dark Metamorphosis
    Level/School: 7th/Psychometabolism (Shadow)
    Effect: One shadow duplicate
    Duration: 1 minute/level (D)
    Saving Throw: None
    Power Resistance: No
    Power Points: 13

    You detach your own shadow and animate it with extra planar energies, creating a dark-hued, hazy duplicate of yourself.

    This power functions like the spell Project image, except as noted above. In addition, the image that you project has concealment unless it is in direct sunlight or within the area of a daylight spell.

    Ephemeral Storm
    Breath of Twilight
    Level/School: 9th/Psychokinesis
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature/2 levels, no two of which are more than 20 ft. apart
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Power Resistance: Yes
    Power Points: 17

    The air explodes with shadowy tendrils that slice like blades.

    Targets of ephemeral storm must make a Fortitude save or die. Those who succeed take 5d6 points of damage.

    Far Sight
    Eyes of the Night Sky
    Level/School: 8th/Clairsentience (Scrying)
    Range: See text
    Effect: Magical sensor
    Duration: 1 minute/level (D)
    Saving Throw: Will negates
    Power Resistance: yes
    Power Points: 15

    You alter your perceptions to see through any shadow, anywhere

    Far sight is similar to the spell greater scrying, with the modifications described here. This power allows you to see the subject's true essence, as with the truth revealed power.

    Fearful Gloom
    Darkened Alleys
    Level/School: 4th/Psychokinesis [Darkness, Fear, Mind-Affecting]
    Range: Close (25 ft. + 5th/2 levels)
    Area: 30 ft radius emanation
    Duration: 1 round/level (D)
    Saving Throw: Will partial; see text
    Power Resistance: Yes
    Power Points: 7

    Plumes of blackness swiftly fill the are like a vicious fog. The shifting of shadow and mists just barely suggests the presence of screaming faces and indescribable horrors lurking int the dark

    The area of fearful gloom is filled with shadowy illumination, as per darkness (PH 216). All creatures within the area, or who enter it, must attempt a Will save or become frightened; on a successful save, they are shaken instead. If the creature has few than 5 HD, it is panicked on a failed save and frightened on a success. Creatures within the area must repeat the save each round until they either fail or leave the area. Once a creature has left the fearful gloom, the effects last an additional 2d6 rounds.

    Feign Life
    Dark Reflections
    Level/School: 5th/Psychometabolism
    Range: Medium (100 ft. + 10 ft/level)
    Target: One Small object per manifester level; see text
    Duration: 1 round/level (D)
    Saving Throw: None
    Power Resistance: no
    Power Points: 9

    You infuse one or more small objects with shadowstuff, causing them to animate at your command

    This power functions like the spell animate objects, but the items grow dark and warped, becoming more sharp-edged and appearing slightly warn or decayed for the duration of the effect. In addition, the objects animated by this power benefit from concealment.

    Flesh Fails
    Touch of Twilight
    Level/School: 2nd/Psychometabolism
    Range: Touch
    Target: Living Creature Touched
    Duration: Instantaneous
    Saving Throw: None
    Power Resistance: No
    Power Points: 3

    You open your enemy to the darkness, trading his physical attributes for weaker abilities belonging to creatures of shadow

    You deal either 4 points of Strength damage, 4 points of Dexterity damage, or 2 points of Constitution damage to the subject; you choose which kind of ability damage when you manifest the power.

    Flesh Fails, Greater
    Breath of Twilight
    Level/School: 8th/Psychometabolism
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature/level in a 20-ft. radious spread
    Duration: Instantaneous
    Saving Throw: None
    Power Resistance: Yes
    Power Points: 15

    Your foes suddenly find their bodies infused with shadowstuff, weakening them greatly.

    This power functions like the power flesh fails, except that you can affect multiple subjects, and you deal either 6 points of Strength damage, 6 points of Dexterity damage, or 4 points of Constitution damage. You must deal the same kind of ability damage to all subjects.

    Flicker
    Ebon Whispers
    Level/School: 3rd/Psychoportation (Teleportation)
    Range: Personal
    Target: You
    Duration: 1 round/level (D)
    Saving Throw: Will negates (harmless)
    Power Resistance: Yes (harmless)
    Power Points: 5

    You flash through the conduits and pathways of the Plane of Shadow, manifesting in multiple locations in the real world.

    Once per round, as an immediate action, you can instantly transfer yourself from your current location to any other spot within a distance of 5 feet per two manifested levels. you always arrive at exactly the spot desired-just as with the spell dimension door. If you manifest flicker in response to an attack against you, the strike has a 50% miss chance.

    Flood of Shadow
    Black Magic
    Level/School: 6th/Psychometabolism
    Range: Close (25 ft. + 5 ft/2 levels)
    Area: 20-ft radius spread
    Duration: 10 minutes/level (D)
    Saving Throw: None
    Power Resistance: See text
    Power Points: 11

    You inundate the area with strange energies from the Plane of Shadow, warping the effects of psionics.

    A flood of mental shadow-power renders manifesting more difficult. To manifest most powers while in, or into an area affected by flood of shadow, the manifested must succeed on a Psicraft check (DC 15 + power level), or the power is lost with no effect.
    Mysteries, Psi-shade powers or any powers of the shadow sub school can be manifested within or into the affected area without making the psicraft check. In addition, if a mystery, psi-shade power or a power of the shadow sub school originates in an area affected by flood of shadow, its variable numerical effect is increased by 50% (as if it was empowered), although its level does not increase.

    Grasping Shadows
    Shadowscape
    Level/School: 7th/Metacreativity (Creation)
    Range: Medium (100 ft. + 10 ft./level)
    Area/Target: 20ft radius spread
    Duration: 1 round/level
    Saving Throw: Will partial
    Power Resistance: See text
    Power Points: 13

    Stalks of shadows burst from the ground, as though desperate to escape the bonds of the earth, and immediately flail at everyone nearby.

    This power creates an area of grasping tendrils that function as the spell Evard's black tentacles (PH 228), with one additional hazard: Anyone successfully grappled by a tentacle must attempt a Will save or go blind. A successful save means the individual is safe from blinding during that particular grapple, but if she escapes and is then regrappled, she must make another saving throw. THe blindness is permanent until magically cured.

    Killing Shadows
    Eyes of Darkness
    Level/School: 3rd/Psychometabolism
    Range: 30 ft.
    Effect: Cone
    Duration: Instantaneous
    Saving Throw: Will half
    Power Resistance: Yes
    Power Points: 5

    Your eyes turn black and shoot forth a shadowy cone of punishment

    Creatures within a cone of killing shadows take 1d8 points of damage per manifested level (maximum 10d8), or half that amount on a successful Will save.
    Last edited by Xuldarinar; 2015-07-18 at 08:19 PM.

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    Default Re: [D&D 3.5 Class] Psi-shade (Shadowcasters gone Mental)[PEACH]

    Power Descriptions [L-Z]


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    Languor
    Body and Soul
    Level/School: 5th/Telepathy (Compulsion)
    Range: Close (25 ft. + 5 ft/2 levels)
    Target: One creature or one creature/level, no two of which are more than 30 ft. apart; see text
    Duration: 1 round/2 levels (D)
    Saving Throw: Will negates
    Power Resistance: Yes
    Power Points: 9

    You channel shadowstuff into the subject's shadow, literally weighing him down under its weight

    Languor functions like either the spell slow or the spell hold monster. You choose which version you want before the effect begins. If you choose hold monster, the power can affect only one subject.

    Life Fades
    Touch of Twilight
    Level/School: 1st/Psychometabolism
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Power Resistance: Yes
    Power Points: 1

    A wave of darkness washes over the subject, sapping his energy into the Plane of Shadow.

    Your touch deals 1d6 points of nonlethal damage per manifester level (Maximum 5d6) and causes the subject to become fatigues for 1 round per manifester level (a Fortitude save negates the fatigue). This power does not stack with itself, so a creature fatigued by one manifesting does not become exhausted by a second manifesting.

    Life Fades, Greater
    Breath of Twilight
    Level/School: 7th/Psychometabolism
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature/level in a 20-ft. radious spread
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Power Resistance: Yes
    Power Points: 14

    Draining shadows erupt around your foes, funneling their essence and energy into the Plane of Shadow.

    Your touch deals 1d6 points of nonlethal damage per manifester level (Maximum 20d6) and causes the subject to become exhausted for 1 round per manifester level (A fortitude save reduces the damage by half and decreases the exhaustion to fatigue). This power does not stack with itself, so a creature fatigued by a saving against one manifesting does not become exhausted by saving against a second manifesting.

    Liquid Night
    Fundamental
    Level/School: 1st/Metacreativity (Creation)
    Range: Touch
    Target: A quantity of Ink
    Duration: Instantaneous
    Saving Throw: None
    Power Resistance: No
    Power Points: 0

    The shadows around your hand seem to weep, leaving a small puddle of black tears.

    YOu create a quantity of ink great enough for you to write approximately one page of text. It is not of sufficient quality to scribe spells. In darkness or shadowy illumination, the ink glows with red or yellow light that has the brightness of a candle. Water splashed on the ink causes it to wash away and cease glowing, but otherwise the ink continues to glow indefinitely.

    Menagerie of Darkness
    Shadowscape
    Level/School: 8th/Psychometabolism
    Range: 30 ft
    Area: 30 ft radious emanation centered on you
    Duration: 10 minutes/level
    Saving Throw: Will negates (D)
    Power Resistance: Yes
    Power Points: 15

    Nearby animals and vermin abruptly shudder. Their mouths and eyes gape wide as a torrent of blackness flows into them from the surrounding gloom.

    Any animal or vermin within the emanation, or who enter it, must make a Will save or immediately take on aspects of their shadow selves, temporarily gaining the dark creature template (Tome of Magic 158). You gain control over these animals, as per the spell dominate animal (PH 224). You can command any number of them as a single move action if you are giving them all the same orders. If you wish to give different commands to different animals or vermin, however, you must spend a move action on each order.

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

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

    Mental Reflections
    Fundamental
    Level/School: 0/Clairsentience
    Range: Personal
    Target: You
    Duration: 1 round/level
    Power Points: 0

    You peer slightly into the Plane of Shadow and can see the distortion in an object's shadow-self fcaused by the presence of psionics.

    This power functions like the power detect psionics, except as noted above. You can detect psionics up to 30 feet away.

    Mesmerizing Shade
    Umbral Mind
    Level/School: 1st/Telepathy (Compulsion)
    Range: Close (25 ft. + 5 ft/2 levels)
    Target: One living creature
    Duration: 1 round
    Saving Throw: Will partial
    Power Resistance: Yes
    Power Points: 1

    Shadows flicker before the eyes and in the mind of the subject creature, which suddenly seems to be disoriented.

    Shadow flickers around the subject, distracting and dazing him. The subject can avoid the daze effect with a successful Will saving throw, but still takes a -1 penalty on attack rolls, checks, and saves.

    Pass Into Shadow
    Ebon Roads
    Level/School: 5th/Psychoportation (Teleportation)
    Range: Touch
    Effect: Creature touched, or up to eiht willing creatures joining hands
    Duration: Instantaneous
    Saving Throw: Will negates
    Power Resistance: Yes
    Power Points: 9

    You break down the boundaries between worlds, opening a path into the Plane of Shadow.

    THis power functions like the spell plane shift, except that your destination or origination must be the Plane of Shadow.

    Piercing Sight
    Eyes of Darkness
    Level/School: 2nd/Clairsentience
    Range: Personal
    Target: You
    Duration: 1 minute/level (D)
    Power Points: 3

    You view the shadow reflection of the world around you, allowing you to penetrate darkness and mystical obstructions

    YOu can see invisible and etherial creatures and objects as with the see invisibility spell. In addition, you gain darkvision out to 60 feet.

    Prison of Night
    Ebon Walls
    Level/School: 7th/Metacreativity (Creation)
    Range: Close (25 ft. + 5ft/2 levels)
    Target: One Huge or smaller creature
    Duration: 1 round/level (D)
    Saving Throw: Fortitude negates; see text
    Power Resistance: yes
    Power Points: 13

    You solidify extraplanar shadow, creating a solid prison of darkness.

    This power immobilizes the subject in a prison of shadowstuff. THis prison blocks both line of effect and line of sight to the creature inside it, and is impenetrable from the outside. THe creature inside the prison takes 1d6 points of cold damage at the beginning of each round that it remains inside the prison.
    Once each round as a standard action, a creature caught in the prison can attempt a Fortitude saving throw against the spell's original DC to break out of the prison. Success means that the creature can move out of the prison, and it fades into nothingness. Failure means that the creature takes 1d4 points of Constitution damage and remains trapped.

    Quicker than the Eye
    Night’s Long Fingers
    Level/School: 1st/Psychometabolism
    Range: Personal
    Target: You
    Duration: 1 minute/level (D)
    Power Points: 1

    A faint layer of shadow flows like ink over your hands, staining them pitch black -- and then, in an instant, they appear normal once again

    You gain a +5 enhancement bonus on Slight of Hand checks (which you can now attempt even if you have no ranks in that skill). This bonus increases to +10 at 5th level, and +15 at 10th level. In addition, if you manifest umbral hand, you may attempt Slight of Hand checks with it.

    Reflections of Things to Come
    Eyes of the Night Sky
    Level/School: 9th/Clairsentience
    Range: Personal
    Target: You
    Duration: 10 minutes/level or until discharged
    Power Points: 17

    Using the greatest of magic, you peer through the Plane of Shadow back into the Material Plane, and view shadows and reflections of events that have not yet happened.

    This power grants you knowledge of what will occur (at at least what is likely to occur), granting you several benefits. You gain the uncanny dodge ability, a +10 insight bonus on initiative checks (you always get to act in a surprise round), and a +4 insight bonus to Armor Class.
    In addition, you can discharge the energy of this power as an immediate action to cause an attack to miss you that would otherwise have been successful. You can declare that you are using this ability after the result of the attack roll is known, but you must do so before damage is determined. Using this ability discharges and ends the power.
    You can also discharge the energy of this power as an immediate action to immediately reroll one failed saving throw. Using this ability discharges and ends the power.

    Shadow Hood
    Fundamental
    Level/School: 0/Psychokinesis
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 round/level (D)
    Saving Throw: Will negates
    Power Resistance: No
    Power Points: 0

    Swirling shadows manifest around your foe's head

    Swirling tendrils and bursts of psionic shadow distract the subject. It takes a -1 penalty on attack rolls and Dexterity-based checks.

    Shadow Investiture
    Body and Soul
    Level/School: 6th/Psychometabolism
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 round/level (D)
    Saving Throw: Fortitude negates
    Power Resistance: Yes
    Power Points: 11

    You draw the subject's shadow to you and sculpt it into a new shape. The subject warps even as its shadow does.

    You infuse the subject with the power contained in its own shadow. This grants the creature resistance to cold 15, the evasion ability, and the ability to see in darkness (even magical darkness such as that created by the spell deeper darkness).

    Shadow Plague
    Shadow Calling
    Level/School: 8th/Metacreativity (Creation) [Cold]
    Power Points: 15

    This power functions like the spell incendiary cloud, except that it deals cold damage rather than fire damage.

    Shadow Psychokinesis
    Dark Reflections
    Level/School: 4th/Psychokinesis (shadow)
    Power Points: 7

    This power functions like the spell shadow evocation, except instead functioning only on Psychokinesis powers rather than Conjuration spells, and except as noted above. In addition, this power can mimic a psychokinesis power of lower than 5th level (rather than 6th).

    Shadow Psychokinesis, Greater
    Dark Reflections
    Level/School: 6th/Psychokinesis (shadow)
    Power Points: 11

    This power functions like the spell shadow evocation, except instead functioning only on Psychokinesis powers rather than Conjuration spells, and except as noted above. In addition, this power can mimic a Psychokinesis power of lower than 7th level (rather than 8th).

    Shadow Skin
    Shutters and Clouds
    Level/School: 2nd/Psychometabolism
    Range: Personal
    Target: You
    Duration: 1 round or less; see text
    Power Points: 3

    Semisolid shadows rise up and serve as protectors, flickering around you and absorbing some of the damage you might otherwise have taken

    You can manifest this power as an immediate action. You gain damage reduction according to your manifester level (see table below). this DR lasts until the beginning of your next turn

    {table=head] Manifester level|DR
    Up to 4th|5/magic
    5th-9th|10/magic
    10th-14th|10/silver
    15th-19th|15/silver
    20th|15/- [/table]

    Shadow Storm
    Elemental Shadows
    Level/School: 6th/Psychokinesis [Electricity, Cold]
    Range: Medium (100 ft + 10 ft/level)
    Target: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
    Duration: Instantanious
    Saving Throw: Reflex half
    Power Resistance: Yes
    Power Points: 11

    From a sudden rift into the Plane of Shadow, a cold wind begins to blow. Torrents of shadow are out, draining the life from nearby creatures

    This power creates a blast of electricity and cold, much like some of the most fearsome weather found on the Plane of Shadow. The storm strikes one target initially, then arcs to other targets
    The storm deals 1d6 points of damage per manifester level (Maximum of 20d6). Half of this damage is electricity damage and the other half is cold damage. After it strikes, the storm arcs (like the spell chain lighting) to a number of secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).

    Shadow Surge
    Heart and Soul
    Level/School: 9th/Telepathy (Compulsion) [Mind Affecting]
    Range: Close (25 ft + 5 ft/2 levels)
    Target: Up to one living creature/level, no two of which are up to more than 30 ft. apart
    Duration: 1 round
    Saving Throw: Will negates
    Power Resistance: Yes
    Power Points: 17

    You send the nearby souls plummeting into darkness, leaving their bodies empty vessels that follow your will.

    This power functions like the spell dominate monster, except as noted above.

    Shadow Time
    Dark Metamorphosis
    Level/School: 9th/Psychoportation
    Duration: 1d4+4 rounds (apparent time); see text for time stop
    Power Points: 17

    This power functions like the spell time stop, except as noted above.

    Shadow Vision
    Veil of Shadows
    Level/School: 4th/Psychometabolism
    Range: Medium (100 ft. + 10ft./level)
    Target: One creature with an intelligence of 3 or higher
    Duration: 1 round/level (D)
    Saving Throw: Will negates
    Power Resistance: Yes
    Power Points: 7

    The subject's vision overlaps the Plane of Shadow, causing him to see flickering images, areas of darkness, and other visual discrepancies with the material world.

    You impede the subject's vision and its ability to determine what's happening around it. The subject takes a -4 penalty on attack rolls, saves, ability checks, and skill checks. In addition, you have total concealment with respect to the subject (miss chance applies during each round of the duration).

    Shadows Fade
    Unbinding Shade
    Level/School: 4th/Psychokinesis
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature or object; or 20-ft radious burst
    Duration: Instantaneous
    Saving Throw: None
    Power Resistance: No
    Power Points: 7

    You reach into shadow and draw forth the reflection of active power, merging it with that power and causing them to cancel each other

    This power functions like the power dispel psionics.

    Shadows Fade, Greater
    Unbinding Shade
    Level/School: 6th/Psychokinesis
    Power Points: 11

    This more powerful version of the power shadows fade functions like the spell greater dispel magic, but applied to psionics.

    Sharp Shadows
    Cloak of Shadows
    Level/School: 3rd/Psychometabolism
    Range: Personal
    Target: You
    Duration: 1 minute/level (D)
    Power Points: 5

    You cloak yourself in sharp spikes of darkness. Although they are weightless and do nothing to impede you, your foes soon discover that they're not so lucky.

    A creature striking you with its body or a handheld weapon takes 1d6 points of damage + 1 per manifester level (maximum of +15). A creature wielding a reach weapon, such as a long spear, is not subject to this damage if it attacks you. If the attacker has power resistance, it applies to this effect. Damage from sharp shadows is not considered magical for the purpose of overcoming damage reduction, and the effect is not considered a weapon for the purpose of spells such as align weapon or magic weapon.

    Sickening Shadow
    Darkened Alleys
    Level/School: 5th/Psychometabolism [Darkness]
    Range: Close (25 ft + 5 ft/2 levels)
    Area: 30 ft radius emanation
    Duration: 1 round/level (D)
    Saving Throw: Fortitude partial; see text
    Power Resistance: Yes
    Power Points: 9

    An oily black smoke rolls out of nowhere, obscuring sight and sound. It leaves a distasteful residue on everything within, and the sent is one of open sewers and putrefied flesh.

    The area of sickening shadow is filled with shadowy illumination, as per darkness (PH 216). All creatures within the area, or those who enter it, must attempt a Fortitude save or be nauseated. Those who succeed are merely sickened. Creatures within the area must repeat the save each round until they either fail or leave the area. Once a creature has left the sickening shadow, the sickened effect lasts for 2d6 rounds. Nausea lasts for 1d4 rounds and is then followed by an additional 2d6 rounds of being sickened.

    Sight Eclipsed
    Cloak of Shadows
    Level/School: 2nd/Psychometabolism (Glamer)
    Range: Personal
    Target: You
    Duration: 1 round/level (D)
    Power Points: 3

    You cloak yourself in shadow and shift the light that would reveal you into the Plane of Shadow

    While this power is in effect, you can attempt Hide checks even while being observed, just as if you had cover or concealment for the purpose of this determination.

    Sight Obscured
    Fundamental
    Level/School: 0/Psychometabolism (Glamer)
    Range: Touch
    Target: Creature touched
    Duration: 1 round/level (D)
    Saving Throw: Will negates (harmless)
    Power Resistance: Yes (harmless)
    Power Points: 0

    You cloak the subject and her movements in subtly shifting shadow

    This power grants a +5 circumstance bonus on Hide checks, Slight of Hand checks, and any other checks that involve concealing the subject's actions or gestures.

    Soul Puppet
    Heart and Soul
    Level/School: 8th/Telepathy (Compulsion) [Mind Affecting]
    Range: Touch
    Target: One living creature touched
    Duration: 1 day/level (D)
    Saving Throw: Will negates
    Power Resistance: Yes
    Power Points: 15

    Tendrils of shadow creep from your fingers, through the Plane of Shadow, and into the soul of the subject by way of its own shadow. You now control the creature's actions as if it were a puppet

    The control granted by soul puppet follows the same mechanics as the spell dominate monster. Anyon observing the subject with the spell true seeing, or a similar ability can see tendrils of darkness extending a few feet from the subject before fading into nothingness. Similarly, anyone observing you while using similar abilities notices tendrils extending from your fingers, also fading into nothingness.

    Steel Shadows
    Cloak of Shadows
    Level/School: 1st/Psychometabolism
    Range: Personal
    Target: You
    Duration: 10 minutes/level (D)
    Power Points: 1

    Darkness coalesses about your body, forming a shadow-shape of armor and another that looks like a shield. Although they are as weightless as air, you know they'll protect you as well as if they were made of steel.

    Steel shadows grants you a +3 armor bonus and a +3 shield bonus to AC, but without weight, armor check penalty, arcane spell failure, or speed reduction. THe effect is not a force effect, and attacks from incorporeal creatures ignore it.

    Step into Shadow
    Ebon Roads
    Level/School: 4th/Psychoportation (Teleportation)
    Range: Long (400 ft. + 40ft/light)
    Target: You and touched objects or another touched willing creatures
    Duration: Instantaneous
    Saving Throw: None and Will negates (object)
    Power Resistance: No and Yes (object)
    Power Points: 7

    You transport yourself through the Plane of Shadow to any spot within range. Your shadow stretches out from you until it reaches your chosen destination, passing through solid objects and moving independently of the absent light. YOu appear to fall into your shadow at one end and rise from it at the other

    This power functions like the spell dimension door.

    Summon Umbral Servant
    Shadow Calling
    Level/School: 7th/Metacreativty (Summoning)
    Range: Close (25 ft. + 5 ft/2 levels)
    Effect: One summoned creature
    Duration: 1 round/level (D)
    Saving Throw: None
    Power Resistance: No
    Power Points: 13

    You summon a creature of shadow to serve you, calling it through the barriers between worlds.

    This power functions like the spell summon monster 1, except as noted here. You can summon one Huge, two Large, or four Medium or smaller shadow elementals

    Thoughts of Shadow
    Umbral Mind
    Level/School: 2nd/Psychometabolism
    Range: Touch
    Target: Creature touched
    Duration: 1 minute/level (D)
    Saving Throw: Will negates (harmless)
    Power Resistance: Yes (harmless)
    Power Points: 3

    You open the subject's mind to shadow, and the new perceptions it offers.

    You grant the subject a +4 enhancement bonus to Intelligence, Wisdom, or Charisma. You decide which ability you are enhancing when you manifest the power, and you may not later alter your choice.

    Tomb of Night
    Ebon Walls
    Level/School: 8th/Metacreativity (Creation)
    Power Points: 15

    You temporarily banish your foe to the depths of shadow.

    This power functions like the power prison of night, except that instead of taking Constitution damage upon failing a Fortitude saving throw to escape the prison, the creature gains one negative level. In addition, tomb of night deals 3d5 points of cold damage per round.

    Trail of Haze
    Night’s Long Fingers
    Level/School: 2nd/Telepathy (Phantasm)
    Range: Touch
    Target: One creature
    Duration: 10 minutes/level (D)
    Saving Throw: Will negates
    Power Resistance: No
    Power Points: 3

    At your touch, the target seems almost to leak. A tiny plume of jet-black mist emerges from his flesh, first in a trickle, then an ever-increasing stream

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

    Truth Revealed
    Eyes of the Night Sky
    Level/School: 7th/Clairsentience
    Range: Personal
    Target: You
    Duration: 1 minute/level (D); see text
    Power Points: 13

    By focusing on the spiritual shadow of the world, you can see hidden truths.

    At its most basic, this power functions like the spell true seeing. You can also, by concentrating on a particular creature or object for 1 minute or more, gain additional information on that subject. However, because of the distortion between worlds and the twisting effects of shadows, any additional information gained in this manner might be false or misleading.

    {table=head] Effect|Rounds Studied
    Detect chaos|1
    Detect evil|1
    Detect good|1
    Detect law|1
    Detect magic|1
    Detect thoughts|1
    Determine subject's recent actions*|3
    Discern lies|1
    Learn subject's greatest fear|2
    Learn subject's greatest love|2
    Learn subject's name|2 [/table]
    * See what the subject did a number of minutes into the past equal to your manifester level

    The table above indicates what other mystical effects can be duplicated with truth revealed. Concentrating on a specific target requires a substantial amount of time, during which you can only take move actions, and cannot focus on any other target. At the end of this period, the target makes a saving throw against the DC of truth revealed to resist the detection effect. Power resistance applies to this further detection effect as well. You may not attempt any one effect on the same target more than once per use of truth revealed. Remember that these effects are in addition to the basic knowledge granted by true seeing, which occurs instantly and reliably.

    Umbral Body
    Dark Metamorphosis
    Level/School: 8th/Psychometabolism
    Range: Personal
    Target: You
    Duration: 1 round/level (D)
    Power Points: 15

    You become a being of shadow, rather than one of substance

    You gain the incorporeal subtype and all advantages and traits associated with it.

    Umbral Fist
    Night’s Long Fingers
    Level/School: 3rd/Psychometabolism
    Range: Personal
    Target: You
    Duration: 1 round/level (D)
    Power Points: 5

    Your hand turns jet black and seems to flicker as tiny wisps of shade constantly leak from between your fingers and disappear.

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

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

    Umbral Hand
    Fundamental
    Level/School: 1st/Psychometabolism
    Range: Close (25 ft. + 5 ft/2 levels)
    Target: One unattended object weighing up to 5 lb./level
    Duration: 1 round/level (D)
    Saving Throw: Will negates (object)
    Power Resistance: No
    Power Points: 0

    You point your finger at a distant object, and the shadows seem to grasp and tug at it.

    This power functions like the spell mage hand, except you can manipulate heavier objects and magic items. Magic items are allowed a saving throw to negate the effect. You need not concentrate on the effect, but you must direct it with your thoughts once per round (a free action), or the effect ends.

    Umbral Touch
    Touch of Twilight
    Level/School: 3rd/Metacreativity
    Range: Touch
    Target: Creature or creatures touched
    Duration: 1 minute/level (D); see text
    Saving Throw: Fortitude partial; see text
    Power Resistance: Yes
    Power Points: 5

    Darkness surrounds your hand, turning it into a deadly weapon

    Umbral touch infuses one of your hands with dark, shadowy energy, allow you to make debilitating melee touch attacks. A successful strike deals 5d6 points of damage to a target, which must succeed on a Fortitude saving throw or also be slowed. While this power is active, you threaten an area as if you were armed and can make attacks of opportunity with your umbral touch.
    This power completely occupies one of your hands, as if you were holding an object in that hand. If you have another open hand, you can manifest powers normally, even those with a range of touch, but you cannot deliver another touch mystery or power and make an attack with umbral touch in the same round.

    Unravel Dweomer
    Unbinding Shade
    Level/School: 4th/Psychokinesis
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: Up to one creature/level, all within 30 ft. of each other
    Duration: Instantaneous
    Saving Throw: See text
    Power Resistance: no
    Power Points: 7

    You open a conduit to the Plane of Shadow, leaching out the energy maintaining an ongoing magical effect

    This power functions like the spell break enchantment.

    Unveil
    Veil of Shadows
    Level/School: 6th/Clairsentience
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will negates (harmless)
    Power Resistance: Yes (harmless)
    Power Points: 11

    Reaching into the shadow of a creature, you grasp the shadows of the deleterious things that affect it and tear them away

    This power immediately ends any of the following adverse conditions: Ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, immobilized, Insanity, nauseated, sickened, stunned, and poisoned. In addition, it negates the effects of the powers and mysteries Mesmerizing shade, and shadow hood and cancels curses as the spell remove curse.

    Voice of Shadow
    Ebon Whispers
    Level/School: 1st/Telepathy (Compulsion) [Language Dependant, Mind Affecting]
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 round
    Saving Throw: Will negates
    Power Resistance: yes
    Power Points: 1

    By speaking via a conduit though the Plane of Shadow, you deliver a commanding message

    This power is like the spell command.
    A second function is a necromancy effect. Undead and constructs that fail their saving throws against his effect are dazed for 1 round.
    You can only use one version of this power in a single manifesting.

    Voyage into Shadow
    Ebon Roads
    Level/School: 6th/Psychoportation (Shadow)
    Range: Touch
    Target: Up to one touched creature/level
    Duration: 1 hour/level (D)
    Saving Throw: Will negates
    Power Resistance: Yes
    Power Points: 11

    You and other creatures you touch enter the Plane of Shadow for a brief span, using it as a means of crossing great distances on the Material Plane.

    This power functions like the spell shadow walk, except as noted here. Your movement rate on the Plane of Shadow is double that is described by the spell. Further, upon reaching your destination, you can attempt a DC 30 Knowledge (the planes) check; success indicates you appear exactly where you wish, rather than being shunted to a near by space as per the spell. You need not leave the Plane of Shadow once you enter it, and this power can be used on the Plane of Shadow to travel rapidly.

    Warp Power
    Black Magic
    Level/School: 4th/Psychokinesis
    Range: Close (25 ft. + 5 ft/2 levels)
    Target: A power or mystery manifested by someone else
    Duration: Instantaneous
    Saving Throw: Will negates; see text
    Power Resistance: No
    Power Points: 7

    You reach out with shadowy energies, banishing your foe's power or mystery into the Plane of Shadow while replacing it with its dark reflection

    You can manifest this power as an immediate action to warp another manifester's power or mystery. In this case, warp power must be used at the moment of the other manifester's manifesting. To be successful, you must beat the other manifester on an opposed manifester level check (1d10 + manifester level). If you do not, you have failed to take control of his power or mystery, and it manifests normally.
    If you succeed on the opposed check, the other manifester's power or mystery is countered, similar to as if you had used the counter spell action successfully, and you gain power points equal to that of a power of the level of the power manifested. You can keep these points until a later turn, but they must be used within 1 hour or they are lost. You can also combine the activation of the additional power with the immediate action required for warp power itself, allowing you to manifest a power out of turn. The points acquired from using warp power must be used on the same power as was countered and it is treated as known until you do so. You however may not use any other power points to manifest it (though you may to augment it).

    Widened Eyes
    Fundamental
    Level/School: 1st/Clairsentience
    Range: Personal
    Target: You
    Duration: 10 minutes/level
    Power Points: 0

    You cover your eyes with a filter of shadow that channels and enhances incoming light.

    You gain low-light vision, enabling you to see twice as far as a human in starlight, moonlight, torchlight, shadowy illumination, and similar conditions of poor illumination. If you already have low-light vision, these effects stack, enabling you to see four times as far as a human in poor illumination.

    Last edited by Xuldarinar; 2015-07-18 at 08:20 PM.

  11. - Top - End - #11
    Ogre in the Playground
     
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    Default Re: [D&D 3.5 Class] Psi-shade (Shadowcasters gone Mental)[PEACH]

    Hate to say it, but I need help here.

    For the most part, I need ideas for augmentations. Im just not sure how to approach them in this situation. Should I even add augmentations? If I do, should they be based solely on what already exists in psionics or try for something new entirely? What can add the psionic flavor more to this class, while still keeping somewhat true to the shadowcaster?

    That said, please. I could use the help. Also, if you have other thoughts/advice on the class, then by all means share. Theres only so much I can do without feedback.

    Thank you.

  12. - Top - End - #12
    Ogre in the Playground
     
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    Default Re: [D&D 3.5 Class] Psi-shade (Shadowcasters gone Mental)[PEACH]

    Ok. Now that augmentations are settled (though further input on the matter is always appreciated) we have an interesting set of things to work on.



    Feats: We have some, but more wouldn't hurt. Throw some suggestions my way if you have any. Specifics or just suggestions.

    Unique powers: Yes, while this class is in the spirit of the Shadowcaster, it wouldn't hurt to give it some unique abilities, reflecting its altered nature.

    Additional Features: We have 11 dead levels by my count. We might want to look into being rid of these.

    Alternate Features: Whats a class without its variants?

    Balance: Requiring testing of course, I want to see where it stands in power. My goal is for this to be something worth playing. Not something that would broken, making the game too easy or too difficult for the player. If this class isn't already balanced, it may require some tweaks in the numbers, but without input I cannot do much for this, or any of it for that matter.



    And lastly, I'd like to put a request out there. If you have an idea for a class, PrC, anything that might go with this, make it and post it. Show us, be it here already or something that you haven't made yet. People are free to build from this idea, or any of my other creations. I've planted them here and I'd love to see them grow.
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  13. - Top - End - #13
    Pixie in the Playground
     
    ElfRangerGuy

    Join Date
    Jul 2015

    Default Re: [D&D 3.5 Class] Psi-shade (Shadowcasters gone Mental)[PEACH]

    My DM had a question he wanted clarified. With Evolving Shadows when your powers eventually become Psi-Like Abilities and later Supernatural Abilities do they still cost power points?

  14. - Top - End - #14
    Ogre in the Playground
     
    Xuldarinar's Avatar

    Join Date
    Feb 2013
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    Male

    Default Re: [D&D 3.5 Class] Psi-shade (Shadowcasters gone Mental)[PEACH]

    Quote Originally Posted by darkfire.hunter View Post
    My DM had a question he wanted clarified. With Evolving Shadows when your powers eventually become Psi-Like Abilities and later Supernatural Abilities do they still cost power points?
    Sorry for my delayed response.

    Yes. They still do.



    Im amazed someone asked about this. I should clean things up a little, the table namely.

    Edit: I did so, added some clarification, and added an overdue flavor class feature. Subpsionic. Which just states a psi-shade is a subpsionic character, qualifies for certain feats as if they possess a certain feat, makes items they make a little less hospitable to others trying to pick them up, and.. really thats about it. If subpsionics aren't touched upon really then nothing is changed, except I wouldn't advise passing around psionic items created by a psi-shade.

    Also, thank you for the link, i only just noticed the email. I advise updating that, but it isn't necessary.
    Last edited by Xuldarinar; 2015-07-26 at 02:40 PM.

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