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- Feb 2013
[D&D 3.5 Class Variant] Shadow Magic Duskblade [PEACH]
MAKING AN UMBRALBLADE
Abilities:Your Intelligence and Strength scores should be as high as possible, since your mysteries and melee combat depend upon them. Your Constitution is also important, because you need all the hit points you can get
Races: The majority of shadowcasters are half-elves, given the class originates from combining the ancient art of the duskblade with the power of the shadowcaster. Humans in their lust for power and the diverse focus, are not uncommon among umbralblades. Elves often see the art of the umbralblade as a perversion of their ancient tradition, but still some are drawn to the darkened path. Other races may occasionally become umbralblades but these individuals are few and far between.
Alignment: Given the nature of their art, while not truly of evil there are few truly good umbralblades. Between its origins among the elves and its integration of shadow magic, both with opposing tendencies, the majority of umbralblades are typically neutral when it comes to law and chaos.
Starting Gold: 6d4x10gp (150 gp).
Starting Age: As wizard.
Table 1-1: The Umbralblade --Hit Die: D8
Class Skills (2 + Int modifier per level, x4 at 1st level): Climb, Concentration, Decipher Script, Hide, Jump, Knowledge (all skills taken individually), Move Silently, Ride, Sense Motive, Spellcraft, Swim.
Weapon and Armor Proficiency: Umbralblades are proficient with all martial weapons, as well as all armors and shields (except tower shields).
Shadow Attunement (Sp): While you must learn how to wield the most fundamental form of shadowmagics, you've never mastered them to the degree shadowcasters have. You may use the fundamentals Arrow of Dusk, Black Candle, Caul of Shadow, Mystic Reflections, and Shadow Hood a combined total of times per day equal to 3 + your Int modifier
Mysteries and Paths: You do not cast spells as other classes do, but instead invoke mystical secrets called mysteries. You know one mystery at 1st level and gain one additional mystery at every class level. Up to 10th level, you can only learn apprentice mysteries. At 11th level, you gain access to initiate mysteries. You can choose your new mystery from any category you have access to (excluding fundamentals). For instance, at 12th level, you could select either an apprentice mystery or an initiate mystery.
Shadow magic progresses in very specific stages. You may not "jump ahead" in a path, although you need not complete a path if you do not wish to. Within a category, you can only learn mysteries of a new level if you have learned at least 3 mysteries of a previous level, and you must know all previous mysteries within a path to select a mystery from that path. However, you can always select the first mystery in a path of a category you have access to, even if you didn't complete the lower category paths.
Mysteries represent thought patterns and formulae so alien that other spells seem simple in comparison. As ou progress, however, your connection to the Plane of Shadow grows stronger, and your mysteries become more ingrained in your essence. When you are capable of casting only apprentice mysteries, you cast them as though they were arcane spells. They are subject to interruption but they do not require material components, foci, or verbal components.
At 11th level, when you become capable of casting initiate mysteries, your apprentice mysteries become so much a part of you that they now function as spell-like abilities, and they no longer require somatic components. Your new initiate mysteries function as arcane spells and follow the rules described above.
You can learn a mystery more than once. Each time you relearn a mystery, you gain another set of uses of that mystery per day.
You can use each mystery you know a certain number of times per day depending on whether it is cast as a spell (once), or a spell-like ability (twice). The allotments per level are given on Table 1-2, but only apply if you are able to cast mysteries of the level indicated. Like spellcasters, you gain bonus mysteries for high ability score. These bonus uses are keyed to each individual mystery. If you know a mystery more than once, you gain bonus uses to each set of uses. Although you do not prepare spells, you must rest for 8 hours and meditate for 15 minutes each day to regain your use of mysteries just as a sorcerer or bard must rest and meditate to regain use of spell slots.
In order to cast a mystery, you must have an Intelligence score of at least 10 + the mystery's level. The save DC for your mysteries equals 10 + mystery level + your Int modifier. Even though as a umbral blade you do not "cast spells" in the traditional sense, your levels in this class count for the purpose of determining your overall caster level.
Table 1-2: Uses Per Mystery Per Day
Still Mystery: Because of your training, you inherently know how to cast mysteries without any physical motion on your part. You gain Still Mystery as a bonus feat.
Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.
Enshrouded Knight: Strictly for the purpose of qualifying for feats, you maybe treated as a shadowcaster of half your umbralblade level.
Mystery Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch mystery you know and deliver the mystery through your weapon with a melee attack. Casting a mystery in this manner does not provoke attacks of opportunity. If the melee attack is successful, the attack deals damage normally; then the effect the mystery is resolved. When using this class feature, observers can make a DC 15 Spot check to note your shadow is making different motions from the ones you make when delivering your melee attack.
At 13th level, you can cast any touch mystery you know as part of a full attack action, and the mystery affects each target you hit in melee combat that round. Doing so discharges the mystery at the end of the round, in the case of a touch mystery that would otherwise last longer than 1 round.
Quick Cast: Beginning at 5th level, you can cast one mystery each day as a swift action. You can use this ability twice per day at 10th-level, three times per day at 15th-level, and four times per day at 20th-level.
Spell Power (Ex): Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level checks to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.
Hit Die: d8.
Skill Points at Each Additional: 2 + Int modifier
Mysteries: The epic umbralblade's caster level is equal to his class level and continues to acquire a mystery known at each level.
Quick Cast: The epic umbralblade gains an additional use of quick cast at each level divisible by 5 (25th, 30th, and so on.)
Spell Power (Ex): The epic umbralblade's ability to overcome spell resistance ever increases. Their bonus to caster level checks increases by +1 at 21st and every 5 levels there after (26th, 31st, and so on.)
Bonus Feats: The epic umbralblade gains a bonus feat every three levels higher than 20th (23rd, 26th, 29th, and so on).
Prerequisites: Umbralblade 23rd
Benefit: You've learned to push your mysteries even further through your mystery channeling class feature. Any touch mystery you cast to be channeled through your melee attacks lasts a number of rounds equal to half of your intelligence modifier, rounded down.
Prerequisites: Umbralblade 21st
Benefit: As an umbralblade, you acquire access to master mysteries, each usable 1/day. Your apprentice mysteries become usable 3/day as supernatural abilities, and your initiate mysteries become usable 2/day as spell-like abilities.