Shadowcaster Redux [Tome of Things/Book of Elements]
Posted: Sat Feb 26, 2011 3:25 am
Shadowcaster
"[quote goes here]"
Shadowcasters are master of shadow, and generally manipulate shadow. They do hard action denial, and debuffs mostly.
Playing a Shadowcaster: Manipulating Shadow is based on force of will, which is Charisma, the primary stat.
Starting Age: As Sorcerer
Starting Equipment: 5d4x10gp
Alignment: Shadowcasters are any alignment.
Hit Die: d4
Base Attack Bonus: Half progression
Good Saving Throws: Fortitude and Will
Skill Points: 6+Int
Class Skills: Bluff, Concentration, Craft, Disable Device, Escape Artist, Hide, Knowledge (Planes), Listen, Move Silently, Search, Slight of Hand, Spellcraft, Spot
Shadowcaster:
1: Shadow Bolts, See In Darkness, Shadows
2: Shade Minion, Cloak of Shadow
3: SD (str damage), Shadow Emulation
4: Shadow Stepping
5: SB (negative level), Negative Energy Control
6: Shadow Pin, SE (2nd)
7: Five Fingered Discount
8: Shadow Steed
9: SE (3rd)
10: SB (Power)
11: SE (4th)
12: ST (Long)
13: SE (5th)
14: ST (Fast)
15: SE (6th)
16: SB (All Powered)
17: SE (7th)
18: SB (Five Finger Normal)
19: SE (8th)
20: Shadow Form, SB (Five Finger Power)
Class Feature
Weapon and Armor Proficiency: Shadowcasters are proficient in simple weapons and all shields.
Shadow Bolts (Sp): A Shadow caster may fire a two shadowbolts as an attack action out to 60ft. Each ray is a range touch attack, that if it hits, forces a Will save DC 10+1/2 Shadowcaster level+Cha modifier against being dazed for one round. You can't get extra attacks with Haste, TWF, Rapid Shot, Whirling Frenzy Barbarian Rage, That Cleric spell that gives an extra attack, or anything else besides BAB.
At level 3, each ray does one Str damage regardless of the save result.
At level 5, each ray also does one negative level regardless of save result.
At level 7, as a full round action, the Shadowcaster may fire off ten shadowbolts at once. Unlike normal shadowbolts these do not do strength damage or negative levels, and may not target the same target multiple times, as they are fired at once.
At level 10, as a standard action, the shadowcaster may fire a single bolt that does 4 Str damage, two negative levels, and has no save against the Daze effect.
At level 16, the attack action bolts take on the Str damage and negative levels of powered bolts, but not the save denying effect.
At level 18, the 10 bolt shots do regular Str and negative levels.
At level 20, the 10 bolt shots act as powered bolts except for the save denying effect.
See in Darkness (Ex): A Shadowcaster can see perfectly in darkness of any kind.
Shadows (Sp): A Shadowcaster may manipulate Shadow in small ways. He may cast any Cantrip or Orision at will as a spell like ability, but all manifestations take a distinctly shadowy tinge. Charisma is the governing ability for these SLAs.
Shade Minion (Sp): A Shadowcaster may summon a minion of shadow, who acts as an Unseen Servant spell, but with a duration of permanent. Unlike an unseen servant, the Shade Minion is visible as a cluster of shadow, and the square it occupies is always shadowy illumination unless it would be darker. Only one Shade Minion may exist at a time for the Shadowcaster, summoning a new Shade Minion causes the previous one to cease existence.
Cloak of Shadow (Su): As a free action, a Shadowcaster may cloak himself in shadow, or dismiss the cloak. This cloak gives the Shadowcaster a 20% concealment miss chance that is negated by seeing through magical darkness, but not by regular Darkvision.
Shadow Emulation (Sp): A Shadowcaster may manipulate shadow to mimic the effect of any Conjuration (Creation) spell, or Evocation spell from the Wizard spell list of 1st level. This is always a standard action, and it is made of shadow, and only partially real.
Anyone attempting to interact with the spell gets a Will save to see the partial reality of the spell. For the Shadowcaster himself, anyone under the effect of True Seeing, and anyone who makes their saving throw, the spell is only 5% real per Shadowcaster level. For anyone else, it is as the spell.
The spells partial reality should follow this hierarchy:
1) If it does damage, or otherwise has a divisible effect, that should be reduced to the appropriate amount.
2) If it does not have such an effect, it's area should be reduced by the appropriate percentage.
3) If it does not have an area, it's duration should be reduced by the appropriate amount, barring Permanent or Instantaneous Duration.
4) You should make a post asking what to do, and I will give an answer, which may be "It can't be emulated."
At level 6, the Shadowcaster can emulate 2nd level spells.
At level 9, he can emulate 3rd level spells.
At every odd level after 9, he can emulate spells of one level higher.
For all emulations, the saving throw for disbelief and for any effect the spell might have is DC 10+1/2 Shadowcaster level+Charisma Modifier. If the spell being emulated requires a will save, use the same result as the will save for partial reality.
Shadow Stepping (Su): As a move action, a Shadowcaster may step from one location of darkness or shadowy illumination to any other within close range to which he has line of effect.
At level 12 he may spend three consecutive full round actions to shadow step to any location he has already shadow stepped to, regardless of distance, provided it is in darkness of shadowy illumination.
At level 14 his move action steps extend out to medium range, and he may spend a swift action stepping to any location within close range that fits the normal criteria.
Negative Energy Control (Su): A Shadowcaster may as a standard action attempt to either infuse an undead or shadow creature with negative energy, or rip the energy away, if within medium range. This has no effect on non undead who are not natives of the Plane of Shadow. On undead or Shadow plane natives, they heal 10HP per Shadowcaster level if infused, or take 10HP per Shadowcaster level untyped damage if ripped. In either case, there is a will save (harmless) of DC 10+1/2 Shadowcaster level+Charisma Modifier for the effect.
The Shadowcaster and his Shadow Steed are considered natives of the Plane of Shadow for this effect.
Shadow Pin (Su): As a move action, the Shadowcaster may step on the shadow of any adjacent creature, entangling it, and preventing it from moving from it's current square by mundane means. Any supernatural, spell like, or spell effect may still move it from that square. The pin stays until released as a free action, the Shadowcaster is no longer adjacent to the creature, or the Shadowcaster is rendered helpless. The Shadowcaster may only pin one target at a time.
While the magic of the shadow allows the Shadowcaster to pin any target even in total darkness or surrounded by bright light, all creatures in the air even by a single foot, are immune to this effect.
Shadow Steed (Sp): A Shadowcaster may summon a Steed of Shadow that acts as a Phantom Steed cast by a Wizard of his Shadowcaster level. The only exceptions are that any location occupied by the Steed becomes Shadowy Illumination if it was Brightly lit, and that the Shadow Steed may use the Shadow Pin and Shadow Stepping class features of the Shadowcaster as if it were a Shadowcaster itself, of the same level as the Shadowcaster who summoned it.
Shadow Form (Ex): A Shadowcaster becomes a creature of pure shadow, gaining DR 20/Wood, and becoming incorporeal.
"[quote goes here]"
Shadowcasters are master of shadow, and generally manipulate shadow. They do hard action denial, and debuffs mostly.
Playing a Shadowcaster: Manipulating Shadow is based on force of will, which is Charisma, the primary stat.
Starting Age: As Sorcerer
Starting Equipment: 5d4x10gp
Alignment: Shadowcasters are any alignment.
Hit Die: d4
Base Attack Bonus: Half progression
Good Saving Throws: Fortitude and Will
Skill Points: 6+Int
Class Skills: Bluff, Concentration, Craft, Disable Device, Escape Artist, Hide, Knowledge (Planes), Listen, Move Silently, Search, Slight of Hand, Spellcraft, Spot
Shadowcaster:
1: Shadow Bolts, See In Darkness, Shadows
2: Shade Minion, Cloak of Shadow
3: SD (str damage), Shadow Emulation
4: Shadow Stepping
5: SB (negative level), Negative Energy Control
6: Shadow Pin, SE (2nd)
7: Five Fingered Discount
8: Shadow Steed
9: SE (3rd)
10: SB (Power)
11: SE (4th)
12: ST (Long)
13: SE (5th)
14: ST (Fast)
15: SE (6th)
16: SB (All Powered)
17: SE (7th)
18: SB (Five Finger Normal)
19: SE (8th)
20: Shadow Form, SB (Five Finger Power)
Class Feature
Weapon and Armor Proficiency: Shadowcasters are proficient in simple weapons and all shields.
Shadow Bolts (Sp): A Shadow caster may fire a two shadowbolts as an attack action out to 60ft. Each ray is a range touch attack, that if it hits, forces a Will save DC 10+1/2 Shadowcaster level+Cha modifier against being dazed for one round. You can't get extra attacks with Haste, TWF, Rapid Shot, Whirling Frenzy Barbarian Rage, That Cleric spell that gives an extra attack, or anything else besides BAB.
At level 3, each ray does one Str damage regardless of the save result.
At level 5, each ray also does one negative level regardless of save result.
At level 7, as a full round action, the Shadowcaster may fire off ten shadowbolts at once. Unlike normal shadowbolts these do not do strength damage or negative levels, and may not target the same target multiple times, as they are fired at once.
At level 10, as a standard action, the shadowcaster may fire a single bolt that does 4 Str damage, two negative levels, and has no save against the Daze effect.
At level 16, the attack action bolts take on the Str damage and negative levels of powered bolts, but not the save denying effect.
At level 18, the 10 bolt shots do regular Str and negative levels.
At level 20, the 10 bolt shots act as powered bolts except for the save denying effect.
See in Darkness (Ex): A Shadowcaster can see perfectly in darkness of any kind.
Shadows (Sp): A Shadowcaster may manipulate Shadow in small ways. He may cast any Cantrip or Orision at will as a spell like ability, but all manifestations take a distinctly shadowy tinge. Charisma is the governing ability for these SLAs.
Shade Minion (Sp): A Shadowcaster may summon a minion of shadow, who acts as an Unseen Servant spell, but with a duration of permanent. Unlike an unseen servant, the Shade Minion is visible as a cluster of shadow, and the square it occupies is always shadowy illumination unless it would be darker. Only one Shade Minion may exist at a time for the Shadowcaster, summoning a new Shade Minion causes the previous one to cease existence.
Cloak of Shadow (Su): As a free action, a Shadowcaster may cloak himself in shadow, or dismiss the cloak. This cloak gives the Shadowcaster a 20% concealment miss chance that is negated by seeing through magical darkness, but not by regular Darkvision.
Shadow Emulation (Sp): A Shadowcaster may manipulate shadow to mimic the effect of any Conjuration (Creation) spell, or Evocation spell from the Wizard spell list of 1st level. This is always a standard action, and it is made of shadow, and only partially real.
Anyone attempting to interact with the spell gets a Will save to see the partial reality of the spell. For the Shadowcaster himself, anyone under the effect of True Seeing, and anyone who makes their saving throw, the spell is only 5% real per Shadowcaster level. For anyone else, it is as the spell.
The spells partial reality should follow this hierarchy:
1) If it does damage, or otherwise has a divisible effect, that should be reduced to the appropriate amount.
2) If it does not have such an effect, it's area should be reduced by the appropriate percentage.
3) If it does not have an area, it's duration should be reduced by the appropriate amount, barring Permanent or Instantaneous Duration.
4) You should make a post asking what to do, and I will give an answer, which may be "It can't be emulated."
At level 6, the Shadowcaster can emulate 2nd level spells.
At level 9, he can emulate 3rd level spells.
At every odd level after 9, he can emulate spells of one level higher.
For all emulations, the saving throw for disbelief and for any effect the spell might have is DC 10+1/2 Shadowcaster level+Charisma Modifier. If the spell being emulated requires a will save, use the same result as the will save for partial reality.
Shadow Stepping (Su): As a move action, a Shadowcaster may step from one location of darkness or shadowy illumination to any other within close range to which he has line of effect.
At level 12 he may spend three consecutive full round actions to shadow step to any location he has already shadow stepped to, regardless of distance, provided it is in darkness of shadowy illumination.
At level 14 his move action steps extend out to medium range, and he may spend a swift action stepping to any location within close range that fits the normal criteria.
Negative Energy Control (Su): A Shadowcaster may as a standard action attempt to either infuse an undead or shadow creature with negative energy, or rip the energy away, if within medium range. This has no effect on non undead who are not natives of the Plane of Shadow. On undead or Shadow plane natives, they heal 10HP per Shadowcaster level if infused, or take 10HP per Shadowcaster level untyped damage if ripped. In either case, there is a will save (harmless) of DC 10+1/2 Shadowcaster level+Charisma Modifier for the effect.
The Shadowcaster and his Shadow Steed are considered natives of the Plane of Shadow for this effect.
Shadow Pin (Su): As a move action, the Shadowcaster may step on the shadow of any adjacent creature, entangling it, and preventing it from moving from it's current square by mundane means. Any supernatural, spell like, or spell effect may still move it from that square. The pin stays until released as a free action, the Shadowcaster is no longer adjacent to the creature, or the Shadowcaster is rendered helpless. The Shadowcaster may only pin one target at a time.
While the magic of the shadow allows the Shadowcaster to pin any target even in total darkness or surrounded by bright light, all creatures in the air even by a single foot, are immune to this effect.
Shadow Steed (Sp): A Shadowcaster may summon a Steed of Shadow that acts as a Phantom Steed cast by a Wizard of his Shadowcaster level. The only exceptions are that any location occupied by the Steed becomes Shadowy Illumination if it was Brightly lit, and that the Shadow Steed may use the Shadow Pin and Shadow Stepping class features of the Shadowcaster as if it were a Shadowcaster itself, of the same level as the Shadowcaster who summoned it.
Shadow Form (Ex): A Shadowcaster becomes a creature of pure shadow, gaining DR 20/Wood, and becoming incorporeal.