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  1. - Top - End - #1
    Pixie in the Playground
    Join Date
    Dec 2014

    Default Shadow Magus (not like the pathfinder magus)(PEACH)

    Role: The role of the Shadow Magus is more or less the hit and run sneak-thief or a mid ranged caster and well suited for scouting or being a strategist. It gets access to buff and debuff and utility spell-like abilities.

    Alignment: Any.

    Hit Die: d8.

    Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

    Class Skills
    Bluff (Cha), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Fly (Dex), Knowledge (Planes) (Int), Knowledge (Arcana) (Int), Knowledge (__) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Sleight of Hand (Wis), Spellcraft (Int), and Use Magic Device (Cha).

    Skill Ranks per Level: 4 + Int modifier.

    Level Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special Shadow Jump Mysteries
    1st +0 +0 +2 +2 Shadow Pool, Apprentice of Mysteries 1
    2nd +1 +0 +3 +3 Shadow Jump 30ft
    3rd +2 +1 +3 +3
    4th +2 +1 +4 +4 60ft 2
    5th +3 +1 +4 +4 Umbral Sight
    6th +4 +2 +5 +5 90ft
    7th +5 +2 +5 +5 3
    8th +6/+1 +2 +6 +6 120ft
    9th +6/+1 +3 +6 +6 Sustaining Shadow (eat,sleep,breathe)
    10th +7/+2 +3 +7 +7 Initiate of Mysteries 150ft 4
    11th +8/+3 +3 +7 +7
    12th +9/+4 +4 +8 +8 180ft
    13th +9/+4 +4 +8 +8 5
    14th +10/+5 +4 +9 +9 210ft
    15th +11/+6/+1 +5 +9 +9 Sustaining Shadow (poison, disease, aging)
    16th +12/+7/+2 +5 +10 +10 240ft 6
    17th +12/+7/+2 +5 +10 +10
    18th +13/+8/+3 +6 +11 +11 Master of Mysteries 270ft
    19th +14/+9/+4 +6 +11 +11 Visage of Ahriman
    20th +15/+10/+5 +6 +12 +12 Subtle Shadows 300ft

    Class Features
    The following are the class features of the shadow magus.

    Weapon and Armor Proficiency:
    A shade is proficient with all simple weapons, as well as with light armor, but no shield proficiency.

    Shadow Pool:
    Accumulate a pool of shadow power that can be used to manipulate, alter, and grant special effects and abilities for them to use. The pool is level + Wis Mod. This pool regenerates every day after rest.

    Mysteries:
    Shadow Magus have access to Spell-Like Abilities, called mysteries that require the expendature of shadow points to cast. The Dc to overcome a mystery is 10+Mystery Level+Wis Mod

    Apprentice of Mysteries - Access to lvl 1 mysteries at lvl 1, access to lvl 2 mysteries at lvl 4, access to lvl 3 mysteries at lvl 7. The cost of these mysteries is equal to their level

    Initiate of Mysteries - Access to lvl 4 mysteries at lvl 10, access to lvl 5 mysteries at lvl 13, access to lvl 6 mysteries at lvl 16. The cost of all lvl 1 mysteries is 0pts and the cost of all lvl 2 mystereis is 1pt. All other costs are equal to their level

    Master of Mysteries - The cost of all lvl 1 and lvl 2 mysteries are 0pts. The cost of all lvl 3 and lvl 4 mysteries are 2 pts.

    Shadow Jump:
    Starting at level 2 a shadow magus can disappear into an area of dim light or darker and come out another one 30ft away per day. Every 2 levels after they can add an additional 30 ft. This ability can be broken up by any increment of 10ft

    Umbral Sight:
    30'Darkvision; for 1pt a shadow magus may grant umbral sight to an ally for 1 minute per level
    at lvl 11 umbral sight extends to 60' and can pierce magical darkness. At level 17 can percieve through darkness as if in bright light and gain blindsense 30ft w/in dim light or darker areas.

    Sustaining Shadow:
    At lvl 9 a shadow magus no longer requires the need to eat sleep or breathe (must still rest for 1 hour to regain shadow points). At lvl 15 the shadow magus also becomes immune to non magical poison, diseases, and the negative effects of aging.

    Visage of Ahriman:
    A shadow magus' soul is now native to the plane of shadow. If they are ever slain their body disperses into wisps of black smoke and fade away. Within 24 hours their body appears at a random loacation within the Plane of Shadow and 24 hours after that they are resurrected as if by the True Resurrection spell.

    Subtle Shadows:
    Mysteries cast are given the subtle feat and upon killing an enemy the creature comes back as a shade/shadow of the same HD under the Shadow Magus' control.

    List of Mysteries to be added
    example of mysteries
    Path 1
    1) Shadow Weapon
    2) Ranged Shadow Weapon
    3) Delay Damage from this weapon
    4) Weapon Dazes/Blinds
    5) Shadow Weapon chains to other targets
    6) Shadow Weapon deals STR dmg

    Mystery Paths are designed to be Versatile and can be used individually or in conjunction with one another.
    Last edited by Anar; 2014-12-26 at 06:28 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Re: Shadow Magus (not like the pathfinder magus)(PEACH)

    Edit: mistakenly believed this was a direct port of shadowcasters and magi. Carry on.

    Aside from that: 3rd 11th and 17th levels lack something like a shadow bolt weapon? Use that to deliver the effects the affects of touch based mysteries. I mean the description does say ranged combatant
    Last edited by Almarck; 2014-12-25 at 12:20 PM.
    I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.

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  3. - Top - End - #3
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Re: Shadow Magus (not like the pathfinder magus)(PEACH)

    Quote Originally Posted by Almarck View Post
    Aside from that: 3rd 11th and 17th levels lack something like a shadow bolt weapon? Use that to deliver the effects the affects of touch based mysteries. I mean the description does say ranged combatant
    Yes, those levels are painfully dead - especially 17th, which grants you 4 "awesome" skill points (which count for nothing at those levels).

    @AMAnar: At the very least, move Master of Mysteries down one level (and find something worthwhile to put into 3 & 11).

  4. - Top - End - #4
    Pixie in the Playground
    Join Date
    Dec 2014

    Default Re: Shadow Magus (not like the pathfinder magus)(PEACH)

    Quote Originally Posted by nonsi View Post
    Yes, those levels are painfully dead - especially 17th, which grants you 4 "awesome" skill points (which count for nothing at those levels).

    @AMAnar: At the very least, move Master of Mysteries down one level (and find something worthwhile to put into 3 & 11).

    i'm thinking of moving Subtle Shadows to lvl 17 and visage of ahriman to lvl 20

    I was thinking of maybe adding in something like rogue talents sprinkled in throughout the class or bonus feats.

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