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- Join Date
- Feb 2013
[D&D 3.5 PrC] Incursive Shadow [Xenotheurgy/Mysteries] [PEACH]
"The process of delving into the black abyss is, to me, the keenest form of fascination." - Ward Rochand, Incursive Shadow
An incursive shadow is one who seeks to integrate the magics of the Plane of Shadow and the Far-Realm to great effect. Different as the magics are, both tie their users to their planes of origin.
BECOMING AN INCURSIVE SHADOW
Given the prerequisites, all incursive shadows are true xenotheurgists, the majority of which having levels in the shadowcaster class. While cultists and eventide magi can become incursive shadows, but they are among the minority. Midnight seers aren't entirely unheard of as incursive shadows, even hollows can and occasionally do follow the path, but both are exceptionally rare.
Skills: Knowledge (the planes) 6 ranks, Spellcraft 6 ranks
Shadowcasting: Able to cast 2nd-level mysteries.
Special: Subverted Insanity Class Feature
Table 1-1: The Incursive Shadow----HIT DIE: D6
Class Skills (2 + Int Modifier): Concentration, Craft, Hide, Knowledge (the planes), Move Silently, Profession, Spellcraft
-Xenotheurgy: At each level, you gain murmurs, disturbances, incursions, and uses of subverted insanity as if you had also gained a level in the true xenotheurgist class. You do not, however, gain any other benefits a character of the true xenotheurgist class would have gained.
-Mysteries: At each level, you gain new mysteries and an increase in caster level as if you had also gained a level in a mystery-using class to which you belonged before adding the prestige class level. You do not, however, gain any other benefits a character of that classes would have gained. If you had more than one mystery-using class before becoming an incursive shadow, you must decide to which class to add each level for the purpose of determining caster level and mysteries known.
-Shadow Wrought Harbinger: At 2nd-level, and again 4th, 6th, and 8th, choose one of the abilities listed below. None of these abilities may be taken more than once.
- Aberrant Senses (Ex): You find that through your continued use of mysteries and breaches, your senses have heighten. You gain blindsense out to 30 feet. If you already possess blindsense or gain it from another source, then the ranges stack.
- Breached Shadow (Su): Incorporating two vastly different disciplines, you learn to draw shadow from madness. Upon selecting this ability, you gain the ability to cast mysteries you know as breaches in place of expending one of their uses. As per breaches, you must make a will save against its DC (DC 12 + Mystery Level + Murmur level). Each time you cast a mystery in this fashion, you must choose which murmur to effectively draw the mystery from. As normal, if you succeed you gain a warp point, and if you fail you increase the level of the murmur by one.
- Incursive Night: Curiously, you begin to find that your incursions' effects begin to fluctuate with the rising and setting of the sun. Upon selecting this ability, all bonuses and penalties relating to your incursions are increased by one during the night and decreased by one during the day. All damage dealt as part of an incursion is increased by one during the night and decreased by one during the day. Effects that occur at certain intervals occur half as often during the day and twice as often during the night, and effects lasting more than one round last twice as long at night and half as long during the day.
- Psudonatural Shadow: You find creatures you call that are touched by shadow are also touched by madness. Any creature you summon by means of a mystery gains the psudonatural template. If you possess the shadow familiar feat, your familiar also gains this template.
- Subverted Darkness: The reservoir of mental energy you possess deepens. Upon selecting this ability, when using subverted insanity, you may sacrifice a single use of a mystery you know to increase the bonus to the will save you make for using the breach. This bonus is +1 for apprentice path mysteries, +2 for initiate path mysteries, and +3 for master path mysteries
- True Descent: Your form warps through your bond to both shadow and madness, increasing your abilities. Increase a single ability score by 1.
- Uncanny Dodge (Ex): In your interactions with madness and darkness, you become able to react to danger before you would normally be aware of it. You retain your Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker.
If you have uncanny dodge from another class, you automatically gain improved uncanny dodge.
-Xenotheurgic Mysteries: Upon reaching 10th-level, your mysteries become much more potent. When casting mysteries, you may use your xenotheurgy level in place of your caster level.
PLAYING AN INCURSIVE SHADOW
Typically, you will see other incursive shadows as kindred souls, but their presence makes it all the more likely for you to be noticed for what you are. You may trade magical items and bits of information. You'll want items that a member of your mystery-using class would want, and anything that will help to keep you either in hiding or get you out of harms way should you be found.
INCURSIVE SHADOWS IN THE WORLD
"They leave nought but destruction in their wake. They bend the world in unnatural ways and call upon darkness and madness alike to do their bidding. If I see one I will end them, you can be sure of that."
The daily lives of incurisve shadows vary from one to another. Some spend a great time in study in places of seclusion, seeking to understand the powers in which they deal. Others prefer to stay in motion, becoming adventurers. Cultists who become incursive shadows instead may spend much time in prayer, some even become leaders of small cults themselves, far more likely for them than others. Few brave civilization, preferring to stay out of sight, but those that are in relative control of their abilities even for a time sometimes go through for supplies, or to remain in the relative safety and company of a party, if they have one.
Between their abilities and often lack of interest, most incursive shadows prefer to remain in seclusion, avoiding any sort of notoriety. Those that are noticed for what they are, more often than not, are sought out to be slain. Still, some surely have been known and what they were has been forgotten with the passage of time.
Incursive shadows function generally as true xenotheurgists when it comes to organizations. The occasional cult may spring up around them, but seldom anything else. Organizations that deal in shadow magic hold an interest in incursive shadows, but prefer to deal with them at a distance, acknowledging the threat they pose to reality. The Tenebrous Cabal, for instance, may allow incursive shadows to join but only in ignorance or in circumstances most dire would an incursive shadow be allowed in the presence of the Parliament of Shadows. The Nightshade Covenant is thoroughly divided on incursive shadows, some factions are fascinated by their abilities and hope their capabilities can further their goals, others want nothing more than to kill them for the threat they impose on reality itself.
Between their usage of xenotheurgy and shadow magics, only in the best of circumstances do incursive shadows face anything short of fear and loathing.
INCURSIVE SHADOW LORE
Characters with ranks in Knowledge (the planes) can research incursive shadows to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.
INCURSIVE SHADOWS IN THE GAME
Last edited by Xuldarinar; 2014-01-27 at 10:27 AM.
- Join Date
- Feb 2013
[D&D 3.5 PrC] Incursive Shadow [Xenotheurgy/Mysteries] [PEACH]
Periphery range: 1 mile/breach level
Marrow range: 1,000 feet/breach level
Periphery effects Within the area, the faint shapes of horrific creatures begin to appear within the shadows. While not real and their appearances fleeting, creatures that look into or are in an area of darkness or shadowy illumination must succeed on a DC 16 Will save or be shaken for 1d4 rounds.
If you have access to 2nd level breaches, light travels only half as far and the shadows cast by objects fall twice as far.
If you have access to 4th level breaches, those in the area grow sensitive to the light in spite of it's weakening presence. All creatures in the area are treated as having light sensitivity. Creatures possessing light sensitivity are instead treated as having light blindness.
If you have access to 6th level breaches, people grow disoriented as at times when they mean to move in one direction they find themselves moving in another. All attacks have a 20% chance to miss and when moving there is a 20% chance that a creature will move in a random direction.
Marrow effects: Shadow magic used within the area becomes more potent. Whenever a creature or object within the area takes damage from a mystery, or a spell or effect of the shadow subtype, or any other effect explicitly derived from shadow, they take 1d6 additional points of damage of the appropriate type.
If you have access to 3rd level breaches, shadow within the area begin to come to life. Every 1d4 hours, if there is any area of shadowy illumination within the area, some of it animates as a psudonatural shadow elemental of appropriate size (maximum of huge). You have no special control over these elementals but they have no special antipathy for you.
If you have access to 5th level breaches, darkness begins to sap every possible resistance that foes can muster. Damage dealt to creatures in an area of shadowy illumination ignores resistances of creatures in range, and damage dealt to creatures in darkness ignores both resistances and immunities of creatures in range.
The goal of this PrC is to bring together two amazing home-brews, making it practical for content from both to be used by a single character. The links for which are below.
Descent of Shadow