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    Ogre in the Playground
     
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    Default [Hybrid Class] Shadowblood Mage (Shadowcaster/Sorcerer)[PEACH]

    SHADOWBLOOD MAGE (HYBRID CLASS)
    Wielding shadow magics enhanced by the magic flowing through their veins, shadowblood mages are mystery users that exemplify the darker aspects of their ancestry. Not unlike sorcerers, shadowblood mages' veins surge with power given to them by their ancestors. While using this power in similar ways, shadowblood mages are gifted in an unorthodox practice of magic, the casting of mysteries.
    Role: Shadowblood mages excel at wielding a blend of magical effects known as mysteries, and a select group of abilities specific to their bloodline. As they advance, their repertoire broadens.
    Alignment: Any.
    Hit Die: d6.
    Parent Classes: Shadowcaster and Sorcerer.
    Starting Wealth: 2d6 x 10gp (Average 70gp).

    CLASS SKILLS
    The shadowblood mage's class skills are Appraise (Int), Craft (any) (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (any) (Wis), Spellcraft (Int), and Use Magic Device (Cha).
    Skill Ranks per Level: 2 + Int modifier.


    Table: The Shadowblood Mage
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +0 +2 +0 +2 Apprentice Mysteries, Bloodline Power, Cantrips
    2nd +1 +3 +0 +3 -
    3rd +1 +3 +1 +3 Bloodline Power, Bloodline Mystery
    4th +2 +4 +1 +4 Bonus Cantrip, Versatile Shadowcaster
    5th +2 +4 +1 +4 Bloodline Mystery
    6th +3 +5 +2 +5 -
    7th +3 +5 +2 +5 Bloodline Feat, Bloodline Mystery
    8th +4 +6 +2 +6 Apprentice Mysteries (Spell-Like), Initiate Mysteries, Bonus Cantrip
    9th +4 +6 +3 +6 Bloodline Power, Bloodline Mystery
    10th +5 +7 +3 +7 -
    11th +5 +7 +3 +7 Bloodline Mystery
    12th +6/+1 +8 +4 +8 Bonus Cantrip
    13th +6/+1 +8 +4 +8 Bloodline Feat, Bloodline Mystery
    14th +7/+2 +9 +4 +9 Apprentice Mysteries (Supernatural), Initiate Mysteries (Spell-Like), Master Mysteries
    15th +7/+2 +9 +5 +9 Bloodline Power, Bloodline Mystery
    16th +8/+3 +10 +5 +10 Bonus Cantrip
    17th +8/+3 +10 +5 +10 Bloodline Mystery
    18th +9/+4 +11 +6 +11 -
    19th +9/+4 +11 +6 +11 Bloodline Feat, Bloodline Mystery
    20th +10/+5 +12 +6 +12 Bloodline Power, Bonus Cantrip

    CLASS FEATURES
    All of the following are class features of the shadowblood mage class.
    -Weapon and Armor Proficiencies: Shadowblood mages are proficient with all simple weapons. They are not proficient with any type of armor. Armor of any type interferes with your gestures, which can cause your mysteries to fail when they function as spells.
    -Cantrips: Shadowblood mages learn a number of cantrips, or 0-level spells, drawn from the sorcerer/wizard spell list. These spells are cast like any other spell, but may be used an unlimited number of times in a given day. You begin play with 3 cantrips known, and gain a bonus cantrip known at 4th, and again at 8th, 12th, 16th and 20th.
    -Mysteries and Paths: You invoke mystical secrets called mysteries. You gain 1 mystery at 1st level, 2nd level, 4th level and every class level thereafter. Up to 7th level you can learn only apprentice mysteries. At 8th level, you gain access to initiate mysteries and at 14th level you gain access to master mysteries. You can choose your new mystery from any category you have access to (including fundamentals).
    -Shadow Magic progresses in very specific stages. You may not “jump ahead” in a path, although you do not need to complete a path if you do not wish to. Within a category (apprentice, initiate, master), you can only learn mysteries of a new level if you have learned at least 3 mysteries of a previous level (it doesn't matter whether they are 3 different mysteries or 1 mystery selected 3 times, see below), 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.
    -When you are capable of casting only apprentice mysteries, you cast them as though they were arcane spells. They do not require verbal or material components or foci, but follow all the normal rules for arcane spells. Observers can make a DC 15 Perception check to note that your shadow is making different gestures from the ones you make when you cast the mystery. Starting at 8th level your apprentice mysteries function as spell-like abilities. Your new initiate mysteries function as arcane spells and follow the rules above. Finally at 14th level your apprentice mysteries function as supernatural abilities, your initiate mysteries function as spell-like abilities and your new master mysteries function as arcane spells and follow the rules 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. If you learn all the mysteries of a path twice, you gain an extra use of each mystery on that path, as well as the Path Focus feat for that path. If you learn them thrice, you gain 1 more use of each mystery on that path, stacking with the previous bonus, and the Greater Path Focus feat for that path. These are passive, extraordinary effects.
    -You can use each mystery you know once per day if it is cast as an arcane spell, twice per day if cast as a spell-like ability or thrice per day if cast as a supernatural ability. You must rest for 8 hours and meditate for 15 minutes each day to regain your use of mysteries.
    -In order to cast a mystery, you must have a Charisma score of at least 10 + the mystery's level. The save DC for your mysteries equals 10 + mystery level + your Charisma modifier for mysteries cast as arcane spells and spell-like abilities and 10 + 1⁄2 Caster level + Charisma modifier for mysteries cast as supernatural abilities.
    Your levels in this class count for the purpose of determining your overall caster level.
    -Bloodline: Every shadowblood mage has a source of magic somewhere in their heritage that grants them their magic, bonus feats, and other special abilities. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in their family's past. Regardless, this influence manifests in a number of ways. A shadowblood mage must pick one bloodline upon taking their first level of shadowblood mage. Once made, this choice cannot be changed.
    -At 3rd level, and every two levels thereafter, a shadowblood mage learns a spell, derived from their bloodline. For all intents and purposes, these spells treated as mysteries of their spell level. Spells that normally have material components or a focus do not require them when cast as mysteries. For the purposes of effects dealing with paths of mysteries, consider the 1st, 2nd and 3rd level spells of a bloodline as belonging to the same path, the 4th, 5th and 6th level spells of a bloodline as belonging to the same path, and the 7th, 8th and 9th level spells of a bloodline as belonging to the same path.
    -At 7th level, and every six levels thereafter, a shadowblood mage receives one bonus feat, chosen from a list specific to each bloodline. The shadowblood mage must meet the prerequisites for these bonus feats.
    -If the shadowblood mage takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means the bloodline of one of the classes must change. Subject to GM discretion, the shadowblood mage can change their former bloodline to make them conform.
    -Versatile Shadowcaster: A shadowblood mage gains Versatile Shadowcaster as a bonus feat at 4th level.

    Shadowblood Mage Bloodlines
    The following bloodlines represent only some of the possible sources of power that a shadowblood mage can draw upon.

    Kyton Bloodline
    The blood of kytons runs through your veins, bestowing upon you the ability to augment your own form along with the nagging desire to inflict as much pain as you can.
    Spoiler
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    Bonus Mysteries: Delay Pain (3rd), Instrument of Agony (5th), Agonize (7th), Inflict Critical Wounds (9th), Wall of Thorns (11th), Blade Barrier (13th), Insanity (15th), Mass Inflict Critical Wounds (17th), Canopic Conversion (19th; Doesn't require focus or material components, but cannot create mummy).

    Bonus Feats: Blind-Fight, Combat Expertise, Extend Mystery, Iron Will, Quicken Mystery, Spell Penetration

    Bloodline Powers:
    -Corrupting Touch (Sp) At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
    -Kyton Resistances (Ex): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.
    -Evisceration (Su): At 9th level, with a gesture you can violently rip at a foe's flesh, dealing 1d4 + 1/4 your shadowblood mage level Constitution damage. Victims can resist this effect with a Fort Save. The DC of this save is equal to 10 + 1/2 your shadowblood mage level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
    -Graft Flesh (Su): At 15th level, you may graft any bit of flesh or bone harvested via Evisceration within the previous hour to your own body as a full-round action that provokes an attack of opportunity. Doing so grants you the effects of a heal and a restoration spell, caster level equal to your shadowblood mage level. You may use this once per day.
    -Power of the Eremite (Su): At 20th level, your form becomes infused with vile power. You gain immunity to cold, fear, non-lethal damage, and pain. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet. In addition, your graft flesh now grants you the effects of a heal and a greater restoration spell.
    Special: For the purpose of equivalency, consider this to be the Infernal Bloodline.


    Nightshade Bloodline
    Generations a go, a nightshade's influence was left upon your heritage.
    Spoiler
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    Bonus Mysteries: Cause Fear (3rd), Bull's Strength (5th), Contagion (7th), Inflict Critical Wounds (9th), Cone of Cold (11th), Transformation (13th), Finger of Death (15th), Mass Inflict Critical Wounds(17th), Energy Drain(19th).

    Bonus Feats: Empower Mystery, Greater Sunder, Improved Sunder, Power Attack, Quicken Mystery, Vital Strike

    Bloodline Powers:
    -Claws (Ex): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become frost weapons, each dealing an additional 1d6 points of cold damage on a successful hit. This is a supernatural ability. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier.
    -Nightshade Resistances (Ex): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.
    -Strength of the Night (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.
    -Personal Desecrating Aura (Su): Starting at 15th level, you are treated as if under the effects of a desecrating aura, with a caster level equal to your shadowblood mage level, granting you a +1 profane bonus on attack and damage rolls and saving throws, as well as +1 hit points per die. This can be negated by dispel evil, but it can be reactivated on your turn as a free action. This aura suppresses and is suppressed by consecrate or hallow; both effects are negated within any overlapping area of effect.
    -Walker in the Night: At 20th level, your form takes on an appearance reminiscent of nightwalkers (or another type of nightshade) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.

    Special: For the purpose of equivalency, consider this to be the Abyssal Bloodline.


    Shadow Bloodline
    Your blood harkens back to shadow itself. The blood of a creature of shadow or a mystery user flows through your veins.
    Spoiler
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    Bonus Mysteries: Silent Image (3rd), Blur (5th), Deeper Darkness (7th), Shadow Conjuration (9th), Shadow Evocation (11th), Shadow Walk (13th), Greater Shadow Conjuration (15th), Greater Shadow Evocation (17th), Shades (19th).

    Bonus Feats: Blind-Fight, Dodge, Shadow Cast, Shadow Reflection, Stealthy, Windstance.

    Bloodline Powers:
    -Wall of Darkness (Su): You can summon a thin wall of shadow anywhere within 30'. The wall is 1 foot thick and no bigger than 10 feet in any other dimension. This wall lasts for 1 round and obscures vision giving 20% concealment in both directions. Creatures passing through the wall must make a Will save to avoid becoming disoriented (dazed) for the remainder of their turn. The concealment effect of the wall always works but a creature can only be affected by the disorienting effect once per day. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
    -Umbral Sight (Su): At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.
    -Shadowstep (Su): At 9th level, as long as the shadowblood mage is in any area of shadowy illumination he can step into and move through the Plane of Shadow as a standard action. Every round spent moving though the Plane of Shadow, the sorcerer moves up to 50' in the Material Plane. A shadowblood mage can spend up to 1 round per level in the Plane of Shadow and the duration does not need to be consecutive. When returning to the Material Plane the shadowblood mage appears in a random unoccupied location within a 10' square. This ability is otherwise similar to the shadow walk spell.
    -Enveloping Darkness (Sp): At 15th level, you may create an area of deeper darkness that you can see through without penalty. All creatures except you are entangled within this darkness unless using freedom of movement or a similar effect. You may use this ability once per day.
    -Cloak of Shadow (Su): At 20th level the barrier between the Plane of Shadow and a shadowblood mage with this bloodline blurs forming a cloak of shadows around the shadowblood mage. The cloak of shadows is a 10' radius effect anywhere except full natural daylight where it's reduced to 5'. The sorcerer has full concealment against anyone outside the cloak of shadow but his vision is unimpaired. Illusions whose area effect is within the cloak of shadow are partially real and much more difficult to disbelieve. The DC to disbelieve illusions within the cloak increases by 2 and any quasi real effects are 20% more real then normal (this supercedes but does not stack with Deeper Shadows or any other similar ability) as long as they remain within the cloak. The cloak of shadows lowers the ambient light level by one level and is equivalent to a 9th level effect for the purposes of raising the light level. A shadowblood mage can suppress this effect at will.


    Shadow Angel Bloodline
    Your bloodline is both blessed and cursed, your lineage tracing back to a shadow angel.
    Spoiler
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    Bonus Mysteries: Bless (3rd), Alter Self (5th), Magic Circle against Evil (7th), Elemental Body I (9th; Shadow Elemental Only), Elemental Body II (11th; Shadow Elemental Only), Elemental Body III (13th; Shadow Elemental Only), Banishment (15th), Sunburst(17th), Time Stop(19th).

    Bonus Feats: Dodge, Extend Mystery, Improved Initiative, Iron Will, Mobility, Still Mystery.

    Bloodline Powers:
    -Shadowy Fire (Sp): At 1st level, you can unleash a ray of black fire a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two shadowblood mage levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your shadow fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
    -Shadow Adaptation (Ex): At 3rd level, you gain resist resist cold 5 and darkvision out to 15ft.. At 9th level, your resistance increases to 10 and your vision out to 30ft. If you already have darkvision, it is increased by these amounts.
    -Wings of Forlorn Heaven (Su): At 9th level, you can sprout black feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
    -Conviction: At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
    -Umbral Ascention: At 20th level, you become fully infused with the power of the shadow angels. You gain:
    • Immunity to cold, illusions, blindness and deafness.
    • Darkvision out to 60ft.
    • Unlimited use of the Wings of Forlorn Heaven ability.
    • The ability to speak with any creature that has a language (as per the tongues spell).
    • Count as a good-aligned creature native to the plane of shadow for the purpose of beneficial effects.

    Special: For the purpose of equivalency, consider this to be the Celestial Bloodline.


    Umbral Draconic Bloodline
    At some point in your family's history, an umbral dragon interbed into your bloodline, and now it's ancient power mingles with your mysteries.
    Spoiler
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    Bonus Mysteries: Mage Armor (3rd), Darkness (5th), Fly (7th), Fear (9th), Spell Resistance (11th), Form of the Dragon I (13th; Umbral Dragon Only), Form of the Dragon II (15th; Umbral Dragon Only), Form of the Dragon III(17th; Umbral Dragon Only), Shades (19th).

    Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Mystery, Toughness.

    Bloodline Powers:
    -Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of negative energy damage on a successful hit. This negative energy damage does not heal undead. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
    -Dragon Resistances (Ex): At 3rd level, you gain resist 5 cold and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
    -Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon is a 30ft. cone that deals 1d6 points of negative energy damage per shadowblood mage level. This negative energy damage does not heal undead. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your shadowblood mage level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
    -Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
    -Power of the Umbral Wyrm (Su): At 20th level, your umbral dragon heritage becomes manifest. You gain immunity to paralysis, sleep, and cold. You also gain blindsense 60 feet.
    Special: For the purpose of equivalency, consider this to be the draconic bloodline. When multiclassing between this class and another class that possesses a bloodline, augment the draconic bloodline powers of the other class as appropriate.


    Undead Bloodline
    The taint of the grave runs through your family. Your mysteries pull from deeper in the plane of shadow than most, touched by the energies of the negative energy plane.
    Spoiler
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    Bonus Mysteries: Chill Touch (3rd), False Life (5th), Vampiric Touch (7th), Enervation (9th), Waves of Fatigue (11th), Major Curse (13th), Finger of Death (15th), Horrid Wilting (17th), Energy Drain (19th).

    Bonus Feats: Diehard, Endurance, Iron Will, Nocturnal Caster, Shadow Vision, Toughness.

    Bloodline Powers:
    -Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your shadowblood mage level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your shadowblood mage level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
    -Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.
    -Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per shadowblood mage level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your shadowblood mage level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
    -Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per shadowblood mage level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your mysteries deal only half damage to corporeal creatures. Mysteries and other effects that do not deal damage function normally. You can use this ability once per day.
    -One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.


    Void-Touched Bloodline
    Your mysteries draw upon the darkness that lies between the stars, rather than the plane of shadow.
    Spoiler
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    Bonus Mysteries: Unseen Servant (3rd), Glitterdust (5th), Blink (7th), Call Lightning Storm(9th; dealing half of their damage as cold damage, damage increased outdoors at night), Overland Flight (11th), Eyebite (13th), Reverse Gravity (15th), Greater Prying Eyes(17th), Meteor Swarm(19th; deals cold damage instead of fire).

    Bonus Feats: Blind-Fight, Dodge, Iron Will, Line of Shadow, Quicken Mystery, Reach Mystery

    Bloodline Powers:
    -Black Motes (Sp): At 1st level, you can summon a rain of tiny ebon meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 points of cold damage + 1 per 2 shadowblood mage levels. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your shadowblood mage level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
    -Voidwalker (Ex): At 3rd level, you gain low-light vision and resist cold and fire 5. At 9th level, you no longer need to breathe, as if wearing a necklace of adaptation.
    -Voidfield (Sp): At 9th level, you can create an area influenced by the black void. This ability acts as an ice storm, except the area is also subject to deeper darkness for 1 round per four sorcerer levels. You may use this ability once per day at 3rd level, and one additional time per day for every three additional levels.
    -Breaching the Gulf (Sp): At 15th level, your caster level is increased by 3 when casting mysteries of the teleportation subschool. In addition, once per day you can teleport a single creature within 30 feet into the void of space if it fails a Will save. The save DC is equal to 10 + 1/2 your shadowblood mage level + your Charisma modifier. The target can attempt a new saving throw as a full-round action each round to return. While trapped in the airless void, the target suffers 6d6 points of cold damage per round and must hold its breath or begin to suffocate.
    -Voidborn (Ex): At 20th level, you gain immunity to cold and blindness, and you can see perfectly in natural or magical darkness. In addition, you gain fast healing 1 when you are outdoors at night.
    Last edited by Xuldarinar; 2014-10-17 at 05:11 AM.

  2. - Top - End - #2
    Ogre in the Playground
     
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    Default [Hybrid Class] Shadowblood Mage (Shadowcaster/Sorcerer)[PEACH]

    ARCHETYPES
    The following are archetypes available to the shadowblood mage.

    Crossblooded
    A cross blooded shadowblood mage selects two different bloodlines. The shadowblood mage may gain access to the feats and some of the powers of both bloodlines he is descended from, but at the cost of reduced mental clarity.

    -Bonus Mysteries: A crossblooded shadowblood mage may select their bonus mysteries from either of their bloodlines.
    -Bonus Feats: A crossblooded shadowblood mage combines the bonus feat lists from both of their bloodlines and may select their bloodline bonus feats from this combined list.
    -Bloodline Powers: At 1st, 3rd, 9th, 15th, and 20th levels, a cross blooded shadowblood mage gains one of the two new bloodline powers available to them at that level. They may instead select a lower-level bloodline power they did not choose in place of one of these higher-level powers.
    -Drawback: The conflicting urges created by the divergent nature of the cross blooded shadowblood mage’s dual heritage forces them to constantly take some mental effort just to remain focused on their current situation and needs. This leaves them with less mental resolve to deal with external threats. A cross blooded shadowblood mage always takes a –2 penalty on Will saves.


    Enshadowed
    An enshadowed shadowblood mage delves more deeply into shadow magic than most of their kind, sacrificing some of their bloodline's added diversity for a more focused repertoire.

    -Fundamentals of Shadow (Su): An enshadowed shadowblood mage selects fundamentals, level-0 mysteries, instead of cantrips. Unlike cantrips, these are cast as supernatural abilities.
    -Bonus Mysteries: An enshadowed shadowblood mage does not gain spells as mysteries based on their bloodline. Instead, at the appropriate level they gain access to an additional mystery known of the appropriate level.
    Extended Signature

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