[Tome] Shadow Caster

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Koumei
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[Tome] Shadow Caster

Post by Koumei »

(Because Frank once said that ideally, D&D would have totally different power sources + mechanics for the base classes, and cited the Shadow Caster as one of the examples. So what the heck, we get an emo and darkness themed class that teaches people how SLAs, (Su)s and (Ex)es differ.)

Shadow Caster

I'm so goth I shit vampires.

Some people love the darkness, and utilise it to achieve their goals. In the case of rogues and assassins, it can be by slinking about in shadows to shank the unaware. Shadow Warriors cloak themselves in physical darkness and stab you in the face. The Shadow Caster does things differently: they invite darkness into their souls, linking to the Plane of Shadow and using it to create powerful effects that are less magical than you'd think.

Int is their "casting stat", so you want that good. Everyone loves Dex and Con, too.

HD: d6
Skills: 4+Int
BAB: 1/2
Good Saves: Fort
Class Skills: Bluff, Climb, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Sense Motive, Spot

Starting Age: player chooses!
Starting Money: as Wizard
LevelAbilitiesPaths Known
1Shadow Paths, Shadow Sight2/0/0
2Dark Aura2/0/0
3Shadow Beast3/0/0
4Clinging Darkness +13/0/0
5-4/0/0
6Shadowsoul4/0/0
7Advanced Paths4/1/0
8Clinging Darkness +24/1/0
9Dark Tendrils4/2/0
10Footstep of the Night4/2/0
11Essence of Darkness4/3/0
12Clinging Darkness +34/3/0
13Expert Paths4/3/1
14Shadow Aura4/3/1
15-4/3/2
16Clinging Darkness +44/3/2
17-4/3/3
18Ebon Eyes of Darkness4/3/3
19-4/3/4
20Clinging Darkness +5, Darkety DarkDark4/3/4

Powers Per Ten Minutes:
LevelStandardAdvancedExpert
1200
2300
3400
4500
5600
6700
7810
8920
91030
101140
111150
121160
131171
141182
151193
1611104
17W115
18W116
19W117
20W118

Proficiencies: Simple weapons and the Net, Light Armour
Shadow Paths: starting at first level, the Shadow Caster understands two Basic Paths and can use their abilities as Spell-like abilities. He may cast two such powers per ten minute period, in any combination. Every level, up to and including ten, he gains another "per ten minutes" use, and every odd level, up to and including five, he gains access to another Basic Shadow Path. At level 11 they generally gain an upgrade.

At level 7 and every odd level thereafter up to and including 11, he accesses a new Advanced Path. He gains a single use per ten minutes of an Advanced power at level 7 and every level thereafter, up to and including 17. These are Spell-like abilities, whereas the Basic Shadow Paths become Supernatural abilities. At level 17, these generally gain an upgrade.

At level 13 and every odd level thereafter, he accesses a new Expert Path. He gains a single use per ten minutes of an Expert power at level 13 and every level thereafter. These are Spell-like abilities, whereas Advanced Paths become Supernatural abilities and Basic Shadow Paths become Extraordinary abilities at will.

The caster level is always equal to his hit dice, and the save DC is always 10 + half his hit dice + his Int modifier, though Ability Focus can boost this.

Shadow Sight (Ex): at level 1, the Shadowcaster gains the ability to see in Darkness and Magical Darkness.

Dark Aura (Su): at level 2, the Shadowcaster gains a spooky aura of shadow that is barely perceptible, but perceptible enough. He may add his Int bonus to Intimidate checks, and can spend a Swift action to gain Concealment for one round, useable at will.

Shadow Beast (Ex): at level 3, the Shadowcaster gets a familiar made of pure darkness. it is a Phantasm and doesn't even exist. It cannot be harmed, killed, dispelled or interacted with, though stupid enemies might think it can. It can turn invisible whenever it likes, and also radiates an aura of emo out to 10 feet, granting a -2 penalty on all Saving Throws. This is a mind affecting Enchantment with no saving throw. The creature moves at a speed of 50' and, if ever more than 100' from its owner, will spend a Full Round Action disappearing, and reappearing at his side.

Clinging Darkness (Su): at level 4, the Shadowcaster gains a +1 Deflection bonus to Armour Class at all times. This increases by +1 every 4 levels. With a Move Action, he may hurl this darkness at anyone within Medium range, requiring a Ranged Touch Attack with an Enhancement bonus equal to the Clinging Darkness bonus. If he hits, the target is Blinded and Entangled for a number of rounds equal to the bonus, but he loses the bonus and ability for the duration.

Shadow Soul (Ex): at level 6, the Shadowcaster accepts the darkness into his own body and becomes spookier. He may now take Necromantic, Fiend and Monstrous feats.

Dark Tendrils (Su): at level 9, thin tentacles of darkness seem to grow from the Shadowcaster, helping injure foes. If anyone strikes the Shadowcaster in melee combat or grapples him, the tentacle automatically breaks off, burrowing about and crawling in their skin, making wounds that do not heal. It takes time for another tendril to grow - wait until the Shadowcaster's turn (unless it already is his turn, for instance being hit by an AoO), then wait three more rounds.

The tendril will affect the foe for a number of rounds equal to the Shadowcaster's Int mod, and deals 1 point of Vile damage per round.

Footstep of the Night (Su): at level 10, the Shadowcaster gains the ability to Teleport up to his normal move speed (affected by armour worn) as a Move action, at will.

Essence of Darkness (Ex): at level 11, the Shadowcaster's soul becomes infused with darkness. He is immune to Level Drain, Ability Damage, Ability Drain and [Death] effects. If killed, he turns into an actual Shadow, and the DM might allow the player to continue playing as the shadow with his old personality.

Shadow Aura (Ex): at level 14, the Shadowcaster gains a powerful aura. Select any power that is available to him as an Extraorinary ability at will, has a range of Personal, and a duration other than Instantaneous. This power is now on as though Persisted, and the specific power can be changed every evening as the sun goes down.

Ebon Eyes of Darkness (Su): at level 18, the Shadowcaster has spooky eyes. Select any power that is available to him as an Extraordinary ability at will, has a range or area other than Touch, and a duration other than Instantaneous. The Shadowcaster now has that as a Gaze attack out to Short range. The specific power can be changed every evening as the sun goes down. Any given person can only be affected once per day, whether they make the save or otherwise.

Darkity DarkDark (Ex): at level 20, the Shadowcaster wins the game.
Last edited by Koumei on Tue Jan 12, 2010 4:20 am, edited 6 times in total.
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Koumei
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Post by Koumei »

Basic Shadow Paths:

Frost Spear: [Cold]
(Range: Medium, Target: one creature, Duration: Instantaneous)
You hurl a javelin of ice at the target as a Standard action. This only requires a ranged touch attack, and if it hits, it deals 1d6 Piercing damage. It also deals 1d6 Cold damage per level, with a Fortitude save for half. If the save is failed, the target is Slowed for one round.

At caster level 11 or more, the Piercing damage increases to 3d6 and the Slow effect lasts for 3 rounds.

Chilled Earth: [Cold]
(Range: Short, Area: 2 connected 5' squares per level, Duration: Concentration + Int rounds)
As a Standard action, you make the ground very cold. This works like a Grease effect on all the affected squares, and additionally grants Fire Resistance equal to your level to all in the area, but deals your level in Cold damage every round to all in the area.

At level 11, the area Empowers your [Cold] effects and allows you to automatically pass saving throws against [Fire] effects while in the area.

Heart of Stone: [Earth]
(Range: Personal, Duration: one hour)
With an Immediate action, you turn your heart to icy stone. You become immune to all [Mind Affecting] effects, [Fear] effects, [Charms] and [Compulsions], and gain immunity to non-lethal damage (note: unless you can Regenerate, in which case you don't get the last bit you filthy cheater).

At level 11, you also gain DR/Adamantine equal to your hit dice.

Blind Spot:
(Range: Personal, Duration: one minute per level)
With a Standard action, your outline fades and you become hard to see. This works exactly like a Blur effect.

At level 11, it instead works as per Invisibility, though if you attack, the effect is merely suppressed for one round.

Grasping Tendrils:
(Range: Close, Area: one 5' square, Duration: one minute)
With a Standard action, you call a tentacle of darkness from the ground. It will grapple whoever is in its square, with a Grapple bonus equal to your level + your Int mod + 4 (size) + any Grapple bonuses YOU have (aside from Size, Str/Dex and BAB).

At level 11, it works just like Evard's Black Tentacles, complete with large area, except all in the area also take your caster level in Negative Energy damage every round.

Strangling Webs:
(Range: Close, Area: one 5' square, Duration: Instantaneous)
With a Standard action, you cause a square to be affected as by a Web spell, except it is real actual web that is conjured, thus is Instantaneous.

At level 11, the web is upgraded to a 10' spread and a Choking Webs effect.

Word of Melancholy: [Mind Affecting]
(Range: Medium, Target: one living creature, Duration: one hour)
With a Swift action, you say a word that makes the target feel sad. They must make a Will save or slump down as though Cowering for one round, then take a -2 morale penalty on all Attack rolls and Will saves for the rest of the duration.

At level 11, they are affected by Torrent of Tears for the first three rounds, then Crushing Despair for the rest of the duration.

Sadness: [Mind Affecting]
(Range: Personal, Area: 15' radius spread, Duration: 1 minute)
With an Immediate action, you gain an aura that affects everyone in the area except for you. They all become sad and take a -5 morale penalty on all attacks while in the area, and must make a Will save or treat everyone as having Concealment due to their tears.

At level 11, the radius doubles to 30' and those in the area who fail an attack roll spend one round acting as though Dazed, such is their sadness.

Temptation: [Mind Affecting][Compulsion]
(Range: Long, Target: one living, Duration: Int mod in rounds)
With a Standard action, you give the target a brilliant idea. They must pass a Will save, and if they fail they spend an Immediate action making an attack against the nearest target in range of whatever weapon they happen to be wielding. If they have no Immediate action to use, or no-one is in range, they do not do this. They will continue to spend a partial action each turn (attacking/offensive spellcasting, if possible. Moving closer if they can't attack) working against their allies.

At level 11, you may target one person per level.

Cloud of Sin: [Mind Affecting][Compulsion]
(Range: Close, Area: 10' radius spread, Duration: 1 full round)
With a Standard action, you conjure up a cloud of darkness that lasts just for one round. However, all in the area - or who pass through it before it disperses - must make a Will save or spend their turn (or in the latter case, the rest of their turn) attempting to attack their own allies.

At level 11, the radius extends to 30'.

Curse of Blindness:
(Range: Long, Target: one creature, Duration: permanent)
With a Standard action you utter a word and the target must make a Fortitude save or instantly be rendered blind. Their eyes physically fill with shadow that leaks out as though they are crying ink.

At level 11, you may target one creature per level.

False Friendship: [Mind Affecting][Charm]
(Range: Close, Target: one creature, Duration: one hour)
This functions the same as Charm Monster. At level 11, you may also implant a Suggestion into the target, at the same time. Only one creature may be affected at a time - if another fails their save, the previous one is released.

Advanced Paths:

Heartbreak: [Mind Affecting][Death]
(Range: Touch, Target: one living creature, Duration: see text)
With a Standard action you reach out and touch somebody. They must pass a Fortitude save, or they die as their heart physically breaks. If they succeed, the stress of this still affects them: they become Fatigued and take a -4 morale penalty to all d20 rolls, both lasting one minute.

At level 17 they take 1d6 Con and Cha damage on a successful save.

Futility:
(Range: Medium, Target: one creature, Duration: one minute)
The target realises, in a non-mind-affecting way, how hopeless the situation is. They may elect to just take a "lesser" effect and Cower for the duration (though they will flee if actually attacked). Otherwise, they get to attempt a Will save: if successful they are unaffected, if failed they give up completely, dropping prone and being effectively paralysed for the duration.

At level 17 this becomes a breath weapon, releasing a Cone of hopeless miasma out to Medium range and affecting everyone inside.

False Death: [Fear][Phantasm]
(Range: Medium, Target: one living creature, Duration: Instantaneous)
This functions like Phantasmal Killer

At level 17, this changes to Weird, including the Target/Area line.

Nightmare Whispers: [Fear]
(Range: see text, Target: one creature that dreams, Duration: see text)
This power has multiple uses. Firstly, you may target a creature within Long range, and if they fail a Will save they will be affected by the Nightmare spell every night for a number of days equal to your level.

Secondly, it may be used with Touch range. If the target fails a Will save, they lapse into a coma of terrifying dreams, taking 1 Wis damage per round, for one minute.

Finally, if used on a creature within Medium range while they are already asleep, they must pass a Will save or die of fright.

At level 17, each may be used separately as a single use.

Sleep Walk: [Teleportation]
(Range: see text, Target: a dreaming creature, Duration: 2d6 minutes)
This power requires a Full Round action to use, within Close range of a sleeping, dreaming creature. For the duration you travel through a land of dreams, and can emerge within Close range of any dreaming creature that you know the name and face of - when attempting the power, you will know which eligible destinations are dreaming.

At level 17, you can travel through people who are awake, forcing them to make a Will save or fall asleep for one hour.

Veil of Dreams: [Pattern]
(Range: Medium, Area: a spread with a 10'/level radius, Duration: 1 minute per level)
You create an illusion as per Mirage Arcana or Persistent Image.

At level 17, it lasts for one hour per level instead.

Murderous Shades: [Phantasm]
(Range: Medium, Area: 15' radius spread, Duration: Concentration + 1 round)
With a Standard action you call a cloud of darkness down, as per Deeper Darkness. Everyone in the area immediately takes 1d6 Negative energy damage per level (Fort half). Anyone who ends their turn there takes 2d6+Caster Level Negative energy damage (no save).

At level 17, all in the area are Entangled on a failed Reflex save, and failing the Fort save also bestows 1d4 negative levels.

Silent Night:
(Range: Long, Area: 50' radius spread, Duration: 1 minute per level)
With a Full Round action, you cause silence and drowsiness to fall upon the area. The area is affected as though by Silence, and everyone in the area must pass a Will save or fall asleep for the duration.

At level 17, all affected fall asleep permanently until awoken, and even then will take 1d4 damage per caster level when they wake up, the agony and horrors of the waking world suddenly thrust upon them after their blissful sleep.

Call Upon Midnight:
(Range: Personal, Area: 1 mile per level, Duration: 1 hour)
With a Standard action, you make the area dark. You can see normally, but everyone else is shrouded in pitch blackness as though at the bottom of a cave. At night. All sources of light fail to work, even magical ones of a lower caster level, though Dark Vision works normally.

At level 17, everyone in the area except you becomes drowsy, suffering a -4 penalty on Reflex saves, attack rolls and Initiative checks.

Shadow Fiend:[Summoning]
(Range: Short, Area: N/A, Duration: 1 minute)
With a Swift action you summon a creature of shadow and malice, though it is subservient to your every whim. You control it telepathically, and at the end of the duration, it vanishes.

Large Outsider (Extraplanar)
Init +7 Speed: 50' Fly 100' (Poor)
Space: 10' Reach 15'
Hit Dice: Caster Level (8 HP per Caster Level)
AC: 10 -1 size +3 Dex + CL (natural armour)
BAB/Grapple: Caster Level/CL+15
2 Claws +BAB+10 melee, 2d6+10 plus 1 Negative level
Fort CL/2 + 6 Ref CL/2 + 5 Will CL/2 + 2
Improved Grab, Constrict 4d6+20 plus 2 Negative levels
Sneak Attack +2d6, Ray of Exhaustion (same as your DCs) 1/day
Str 30 Dex 17 Con 18 Int 13 Wis 10 Cha 11
Feats: Improved Initiative, Power Attack, Improved Natural Attack: Claws
Skills: not relevant

At level 17, you summon 1d4+1 of these all at once, and anyone adjacent to any of them is Slowed on a failed Fort save (same as your DCs).

Shadow Well: [Fear]
(Range: Long, Target: one creature, Duration: see text)
This works as per the spell "Shadow Well".

At level 17, you affect a number of targets equal to your level.

Expert Paths:

Manifest Destrado: [Mind Affecting][Compulsion]
(Range: Medium, Target: one living creature, Duration: 1 day)
The target is affected as though by the psionic power "Death Urge".

Nightmare Terrain: [Phantasm][Fear]
(Range: as per spell, Area: as per spell, Duration: 1 hour)
This duplicates a "Nightmare Terrain" effect, except all foes are Fatigued (no save) while in the area, and any who miss due to Concealment or Cover caused by this spell briefly see the true horrors and must make a Will save or be affected by Insanity.

Open the Abyss:
(Range: Long, Area: see text, Duration: 1 hour)
This works as per a Widened "Abyssal Maw" effect, except anyone dragged to the bottom is instantly sucked into the Abyss rather than having a full hour to climb out.

Stream of Dark Spite:
(Range: Medium, Area: 5' wide Line, Duration: Instantaneous)
With a Standard action you unleash a line of dark lightning, dealing 1d6 damage per level to all in the area (Will half). Additionally, the line can continue to bounce off walls if you will it to, and once per target who is damaged, a secondary bolt can fly out to 30' away and target another with a ranged touch attack (no save, no secondary bolts from them).

Those who fail their saves (a save is allowed for this, for those hit by the secondary bolts) are Stunned for 1d4 rounds, then Blinded for 1 minute.

Nightmare Wall: [Fear]
(Range: Medium, Area: 10' wide, 20' high wall up to 10' long per caster level, Duration: 10 minutes)
With an Immediate action you summon a wall of darkness. This is semi solid, with each square counting as four squares of movement and a Fortitude save required to move at all. All who are within 10' of the wall take 2d6 + caster level Negative energy damage and, on a failed Will save, Panic and flee for 1 minute. All who actually touch it take 1d6 Negative energy damage per caster level and, on a failed Will save, take 2d4 negative levels.

False World: [Pattern]
(Range: Short, Target: one creature, Duration: Permanent)
Select a target as a Standard action. They must make a Will save or be rendered blind but not realise this as an illusory world is created around them for them to interact with. You may determine the specifics, but it essentially leaves them unable to interact with the real world. At your option, multiple people affected by this may be placed in the same illusion, and able to interact with each other.

Annihilation:
(Range: Touch, Target: one creature or object, Duration: Instantaneous)
As a Standard action, reach out and touch someone. They die with no saving throw, and are utterly destroyed. This is not a [Death] effect, so Undead and objects are fair game. They can still be Resurrected, however.

Vortex of Souls:
(Range: Personal, Area: 50' radius burst, Duration: see text)
With a Standard action, you draw souls towards you, leaving their bodies behind. Everyone in the area takes 2d4 negative levels which last the usual time. For the next minute, you also gain an Enhancement bonus to all ability scores equal to the total negative levels dealt to creatures without killing them - anything with so few levels as to be slain is not powerful enough, spiritually, to give you any benefit.

Shadow World:
(Range: Personal, Area: 1 mile radius, Duration: 1 hour)
With a Full Round action you plunge the world into shadows - or perhaps, you summon the shadow lands to the current world. The area (fixed at point of casting) becomes affected by Deeper Darkness, and you are instantly aware of the location of all creatures with at least 5 hit dice within the area. You may use a Move action to teleport from any part of the Shadow World to any other part, and gain Regeneration (overcome by Positive Energy, damaging [Light] effects or (Su) attacks that are of an untyped damage) equal to double your caster level.

This Shadow World has towers, pits, walls and all other sorts of terrain of your choosing. The most important bit is that everyone except for those you grant exception to is Entangled while in the area, and any [Fear] effect that would make them Cower or Panic instead makes them die of fright.

Frozen Palace: [Cold]
(Range: as spell, Area: as spell plus 1 mile radius, Duration: 12 hours)
This duplicates the Ice Castle spell, with a casting time of one Standard action. Additionally, a one mile radius aura extends, creating a full blizzard and reducing the temperature to Freezing.

Anyone in the area where the palace appears is shunted to the edge and takes 2d6 Bludgeoning damage per caster level, with a Ref save for half.

Finally, the Castle has its own special defences, and can cast Heartfreeze (It's Cold Outside), Glacial Tomb (ditto) and Polar Ray at will, one SLA per round.

You Are The Demons: [Polymorph]
(Range: Personal, Target: You, Duration: one minute)
With a Standard action, you are transformed into a creature of nightmares, enveloped in shadow. You have fused with darkness and for the duration are a completely different creature. Your profile changes to this:

Huge Outsider [Extraplanar]
Hit Dice: 20d8+200 (290 HP)
Init: +10 Speed: 50' Fly 100' (Average)
Str 30 Dex 30 Con 30 Int 30 Wis 30 Cha 30
Armour Class: 48 (-2 Size +10 Dex +20 Natural +10 Deflection)
-flat 38
-touch 28
Fort +22 Ref +22 Will +22
BAB/Grapple: +20/+40
-four tentacles +30 (2d6+12 plus Improved Grab, 19-20/x3)
Special: Improved Grab, Augmented Critical, Perfect Multi-Weapon Fighting, +2 racial bonus to Grapple, Fast Healing 20, Damage Reduction 20/Silver, Cold Immunity, Natural Weapons strike as +2 magic weapons, Constrict: automatic hit with all four tentacles plus 1d4 Negative levels.
Breath Weapon: 1/5 rounds, 50' cone of 2d6 Str Drain, Fort DC 30 negates.
Spell-like abilities at will: Improved Invisibility, Finger of Death, Mirror Image, Teleport Without Error
Equipment: none

Demand Fealty: [Mind Affecting][Compulsion]
(Range: Short, Target: one creature, Duration: Permanent)
With a Swift action you demand the target kneel before you. If they fail a Will save, they are enslaved as per Dominate Monster, for all eternity or until the effect is dispelled or you use this power on someone else, whichever happens first.

Naming Your Paths:
Roll a d20 on the Adjective and Noun charts, so you can have the [Adjective] Path of [Noun] or whatever. Or choose.
d20AdjectiveNoun
1VoraciousHatred
2EmptyLies
3Deceptivethe Void
4ChillingSilence
5AchingEmptiness
6Silentthe Abyss
7DarkDamnation
8MoroseHeresy
9HatedIllusion
10SombreCommand
11ForbiddenPuppetry
12UntamedBetrayal
13ProfaneTerror
14EntanglingWailing
15ElusiveAsh
16ForgottenDoom
17HollowOblivion
18BrazenEternity
19EternalMelancholy
20FuzzyHot Tea

Last edited by Koumei on Tue Jan 12, 2010 4:29 am, edited 8 times in total.
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Post by Judging__Eagle »

You useless bitch. How the fuck am I supposed to make Hot, good, good, warm, fresh, hot, hot, but not to hotting, fresh, good tea Silent Shades? Tell me that? ):<


Strangling Webs: Rope Trick

At level 11, you Summon shadowey Assassin Vines; that have a grapple modifier of +X, and can strangle [look at the MM entry?]

Word of Melancholy: Target is saddened, acting as if Fatigued

At level 11,Target is depressed, acting as if Exhausted

Sadness: All creatures within X area/radius/your mum are Fatigued

At level 11,All creatures within X area/radius/your mum are Fatigued

Temptation: Target creature within Close Ranges moves towards any other object or creature within Close range of themselves.

At level 11, you may target one creature per point of your Intelligence modifier.

Cloud of Sin: Like Fog Cloud, except all creatures within it are Confused, and will not attack anyone unless attacked first.

At level 11, Like Fog Cloud, except all creatures within the area are

Curse of Blindness: Affected as if all their attacks have a 20% miss chance.

At level 11, Affected as if Blind.

False Friendship: Charm person

Charm Monster
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Post by Username17 »

Dumpster diving monster books has to go. Just pick some kind of aura and gaze attack and shit.

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Post by Koumei »

I need to clear that up: I mean to pick from those that you already have (such as those granted by the Path powers). Now it'll invariably result in some weird possibilities such as a gaze of web or whatever, so I may need to fine-tune it after the powers are all written. And people who don't select any applicable powers will be out of luck, so perhaps I should just give them a gaze and aura instead.

And before you ask/comment, the summon and transformation powers will be specific "You summon this" and "You turn into this - character replacement" ones. Not "Pick up the MM, go wild!"
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Post by God_of_Awesome »

You know, you guys make level 18, even 19, abilities, assuming people will go up to them but 20? No one ever bothers with 20. We only have 20 because if we didn't, 19 would be the new 20. So why bother with a level 20 power?

Fuck you guys. Oh, my bad Koumei. Ladies can get fucked too.

Crawling Darkness: At level 20, you become apart of the of the shadows themselves; capable of turning into a thing called the 'Crawling Darkness.' Suffice to say, it's mostly tentacles. Oh lord the tentacles. Other then the things about to be listed, you have otherwise the same stats. In this form, you no longer need to wait three round to grow new tentacles for Dark Tendrils since you got so many to spare. You can teleport from one shadowy place to another, no strings attached, anywhere. To the planes, another fucking world, whatever. Finally, you're really fucking scary. All lesser HD monsters must constantly beat your intimidate check, including from youe Dark Aura, or they become shakened. Half your HD run the fuck away and half that just die of fright. This affect include allies, so good luck with lesser masses buddy.

I had fun writing this.
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Post by Koumei »

The Path powers are all written up. Feel free to discuss, comment, critique and argue.
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Post by Koumei »

So I fixed a few things up and added a couple of abilities to more-or-less dead levels (6 and 10). Still not sure how balanced all the abilities are, as I'm playing by ear, but they don't seem too far off.

Also, it wouldn't hurt to give them some feat options.

Dread Touch of the Abyss
You can drain people's souls with your fingertips.
Requirements: access to Shadowcaster Paths
Benefit: You gain a Touch Attack at Will, as a Spell-like ability. It deals 1d6 + Caster Level + Int Mod nonlethal damage (unless the target is immune to nonlethal damage, in which case they take real damage).

When you have access to Advanced Paths, you are healed an amount of HP equal to the damage (nonlethal or otherwise) dealt. Any excess is wasted. Additionally, the target becomes Fatigued. This becomes a Supernatural ability.

When you have access to Master Paths, the target takes one temporary negative level and you become energised, gaining a +3 Morale bonus on all d20 rolls for one round. This becomes an Extraordinary ability.

Born in Darkness
You are extra shadowy and better at casting your "spells"
Requirements: access to Shadowcaster Paths
Benefit: select one Shadowcaster Path you have access to. This Path gains a +2 bonus to hit, and/or a +2 increase to the save DC. Additionally it may be cast one additional time per ten minutes (that is, even when all your 10-minute power uses are expended, you may still use it once).

Every time you gain access to a new Path you may change the Path that is affected by this.

Afternoon Shadows
Your shadows stretch out longer and affect more people.
Requirements: access to Shadowcaster Paths
Benefit: all of your Shadowcaster Path powers that have an area of effect are affected by this (if you want them to be at the time of casting), seeing their areas doubled. So 1 square becomes a 5' radius burst, and anything else is doubled in a manner that goes without saying - a 30' spread becoming a 60' spread for instance.

In the End
Your foes just give in to nihilism when you're around.
Requirements: access to Shadowcaster Paths
Benefit: whenever you target someone with a Shadowcaster Path power and they are affected in any way, you may make a Demoralise attempt against them as a free action.

If you have access to Master Paths, then a successful Demoralise attempt makes them drop what they are holding and stand motionless for 1d4 rounds as though Fascinated.


And a PrCl option. What the hell.

Void Witch

"I find you so ugly that I am compelled to deliver a mercy killing."

Void witches are attuned to the darkness slightly differently: they let the shadows actually possess their own bodies, and always walk partially within the Plane of Shadows. They are never truly cut off from it, and bring darkness wherever they go.

Requirements:
Casting: must be able to cast at least 1 Advanced Shadow Path
Skill: must have at least 6 ranks in Knowledge: the Planes
Special: must accept the darkness into your soul and visit the Plane of Shadow

Hit Die: 1d6
BAB: Medium
Good Saving Throws: Will
Skill Points: 4+Int
Class Skills: Balance, Bluff, Disguise, Escape Artist, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Sense Motive, Spot

Proficiencies: select 3 Exotic Weapons
LevelShadowcastingSpecial
1+1Half in Darkness
2+1Slashing Darkness
3+1Choking Darkness
4+1Dark Blessings
5+1Dark Tendrils
6+1Shadow Hound
7+1Footstep of the Night
8+1Spectral Trap
9+1Grasp of Damnation
10+1Realm of Nightmares

Spellcasting: each level in the Void Witch class improves the number of uses per 10 minutes, and Paths known (including upgrading paths) just as though she had gained a level in Shadowcaster. No other class features of the Shadowcaster are gained or improved upon unless specified.

Class Features:
Half in Darkness (Ex): the Void Witch is permanently half in the Plane of Shadow (unless fully there by way of Planeshifting or similar). She can never be Banished or Dismissed, and any time a foe would suffer a miss chance against her, they must re-roll a successful miss chance. Additionally, she may slowly walk through solid objects.

Slashing Darkness (Su): the Void Witch can sharpen shadows so that they cut people, starting at level 2. As a Swift action against someone in anything less than full daylight, within Short Range, she may make a Ranged Attack, though they are denied their Dexterity bonus. If it hits, they are knocked Prone and take 1d4 Slashing damage per level.

Choking Darkness (Sp): at third level, the Void Witch may replace one of her Advanced Paths with the Path Power of Choking Darkness:

(Standard Action, 30' spread centred on self, 1 minute duration [Darkness])
Using this ability causes an Utterdark effect centred on her as her hair of shadow spreads out, and one target within the area, selected by her, is strangled and must pass a Fortitude save or be treated as Exhausted, taking 1d6 nonlethal damage per 2 levels. The following round, if they are still in the area, they must save again against being treated as Nauseated and taking 1d6 Negative Energy damage per 2 levels, and one round after that they must pass a Fortitude Save or drop to -5 HP. Once this happens, a new target can be selected, until the end of the duration. Passing a save means the target is unaffected for the round, but must try again the next round.

At level 17, anyone who is slain by this rises as a Shadow subservient to the Void Witch, though only 4 may be in her service (or the service of her Shadows) at a time. Others will just leave, going their own way.

Dark Blessings: at level 4, the Void Witch gains the power to imbue objects with powers of the Plane of Shadow. This makes the objects completely real on the Plane of Shadow as well as the plane they are currently in, and allows her to infuse them with the power of a single Path Power. This lasts for 24 hours or until dismissed, and using it on another item ends the effect for the previous one. See next post.

Dark Tendrils (Su): this class feature of the Shadowcaster is gained at level 5.

Shadow Hound (Sp): At level 6, the Void Witch can replace an Expert Path with the Shadow Hound Path Power.

(Swift Action, Range: Personal, Duration: 5 rounds [Summoning])
The Void Witch calls a beast from the Plane of Shadow, emerging through her own shadow and body and hovering as an Incorporeal Gargantuan creature. It gains a 60' range Gaze Attack that is a [Fear] effect, causing all who fail a Will save to become Frightened for 1d4 rounds (though saving once makes them immune for 1 hour). Additionally it may exhale a 30' cone of darkness as a Standard action, dealing 1d6 temporary negative levels to everyone in the area (Fortitude negates) or make a Bite Attack as a Standard action: it has a BAB equal to her hit dice, and a Strength bonus equal to her Int bonus plus five, and is treated as a +1 weapon. The base damage is 4d6 Negative Energy and 1 Strength damage with Improved Grab. Those grabbed can be spat 50' into the air, chewed (automatic Bite damage) or swallowed hole (Gated to the Plane of Shadow) as a Standard action.

Footstep of the Night (Su): at level 7, this class feature of the Shadowcaster is gained.

Spectral Trap (Ex): at level 8, the Void Witch can call nightmarish traps from the Plane of Shadows when needed. With an Immediate action she may target any foe within Medium range, forcing them to make a Reflex save. If they fail, they are rendered Helpless and Blind for 3 rounds, as well as instantly taking 1d6 damage per 2 levels. Each round they can attempt an Escape Artist check (DC = 10 + Caster Level + Int modifier) to escape, but doing so - whether they pass or fail, deals the damage again.

Grasp of Damnation (Sp): at level 9, the Void Witch may replace an Expert Path with the Grasp of Damnation Path Power:

(Standard Action, 15' Range, 1 living target, Instantaneous)
The Void Witch reaches out with a limb of shadow, grabbing a target within 15' with a successful Melee Touch Attack. Once grabbed, the target is immediately Stunned for 1d4 rounds and takes 3d6 Strength Damage. For every point of Strength Damage delivered, the Witch regains 10 hit points (excess are lost). If the target reaches 0 Strength, they are instantly slain and destroyed, unable to be brought back by anything short of a True Resurrection.

Realm of Nightmares (Su): at level 10, the Void Witch is permanently surrounded by darkness, as per a Deeper Darkness spell, and the Plane of Nightmares leaks into the current plane. Everyone within the area except for her is treated as Slowed on a failed Fortitude save (ends as soon as they leave the area, one save per entry), and all except her take Cold damage equal to her hit dice every round. Additionally, every round she may activate one of these effects as a Free action:
-Create an Abyssal Maw effect that lasts for 3 rounds
-Haste herself for the entire round
-Gate herself to any plane
-Deliver 2d4 negative levels to a single target within the area

She may suppress this ability at will.
Last edited by Koumei on Tue Jan 12, 2010 7:34 am, edited 1 time in total.
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Koumei
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Post by Koumei »

Feat:
Imbue Darkness
You sometimes fill items with shadows so that they work better.
Requirements: access to Shadowcaster Paths
Benefit: with a Standard action you may imbue a single item with darkness. This grants it an ability based on a single Path you know and lasts for 24 hours. If you use it on another item in the meantime, the original use ends.
Special: a Void Witch may take this and use it in addition to Dark Blessings.

Frost Spear: anyone who touches the item without your permission takes 1d6+level Cold damage. This includes being hit with your imbued weapon.

Chilled Earth: the temperature within a 100' radius of the item drops by one band per 5 caster levels (round up).

Heart of Stone: the item becomes completely unbreakable and grants the wearer DR X/- (where X equals half their level. If they already possess DR it simply becomes /- and increases by +2) or, if a weapon, ignores all material-based Damage Reduction.

Blind Spot: the item is invisible to all except you. Armour counts as Glamered (appears as nothing), weapons always deny foes their Dexterity bonus to AC.

Grasping Tendrils: a pair of tentacles grow from the item, striking foes of their own accord: melee touch attacks out to 10' that deal 1d8+Int Negative Energy damage. Weapons instead may add 10' to their reach or bestow the Improved Grab ability.

Strangling Webs: the holder of the item may climb any surface as though under the effects of a Spiderclimb spell, and will never be attacked by spider swarms or monstrous spiders.

Word of Melancholy: anyone who hits the holder grants them the Edge for one round, unless it is a weapon, where anyone struck by it grants the wielder the Edge for one round.

Sadness: all within 10' of the item, except the holder, suffer a -5 penalty on all skill checks and a -2 penalty to AC.

Temptation: all who make an attack against the holder of the item (or, for a weapon, all who are hit by the wielder) must pass a Will save or spend an Immediate action attacking an ally in reach or, failing that, provoking an attack of opportunity.

Cloud of Sin: all within 10' of the item suffer the effects of Morality Undone.

Curse of Blindness: the holder of the item gains the ability to Feint as a Swift action, and Sneak attack dice equal to 1d6 per 4 levels (round up).

False Friendship: anyone who hits the holder (or, for a weapon, is hit by the wielder) must make a Will save or be affected by a Greater Command effect.

Heartbreak: anyone who misses the holder with an attack roll immediately drops prone for one round, and must pass a Fortitude save against being Helpless for the duration.

Futility: the item, and all others held/worn/carried by the owner, cannot be sundered, stolen, unintentionally dropped or dispelled/disjoined. Anyone who attempts to do so is treated as though Dazed for one round as they are overcome by despair.

False Death: anyone hit by the holder in close combat must succeed on a Will Save or be affected by Phantasmal Assailant.

Nightmare Whispers: all within 20' of the item, except the holder, are subject to an Insanity effect on a failed Will save.

Sleep Walk: the holder never need sleep, and is immune to Fatigue, Exhaustion and Sleep effects.

Veil of Dreams: the holder automatically knows the deepest desires and fears of all within 20' of them.

Murderous Shades: everyone adjacent to the holder is automatically Fatigued.

Silent Night: the item radiates a 15' aura of Silence and Darkness.

Call Upon Midnight: anyone who hits the holder (or, if a weapon, is hit by the wielder) must pass a Will save or be blinded for 1d6 rounds.

Shadow Fiend: the item is treated as Animated, and will attack foes on its own.

Shadow Well: anyone who hits the holder vanishes for 1d4 rounds, locked away in a Shadowy demiplane.

*Choking Darkness: everyone adjacent to the holder takes two Strength damage per round.

Manifest Destrado: anyone who attacks the holder of the item must immediately make a Will save or perform an automatic hit against himself.

Nightmare Terrain: anyone within 20' of the holder of the item must pass a Will save (Disbelief), or they are Entangled and Frightened for as long as they remain in the area.

Open the Abyss: the holder may freely Gate herself to any Lower Plane, and may cast Summon Monster * (Evil creatures only) as a Standard action at will (only one casting active at a time).

*The Summon Monster level is equal to half the character level, round up, maximum 9.

Stream of Dark Spite: all who touch the item without your permission, such as hitting you for clothing/armour or being hit by a weapon, take 1d6 Electricity damage per level.

Nightmare Wall: there is a 50% Miss Chance that is suffered by anyone attacking the holder. If the Miss Chance results in a miss, the attacker Panics for 1d6 rounds with no save.

False World: anyone who hits the holder (or, for a melee weapon, is hit by the wielder) is subjected to a Maze effect (Will negates).

Annihilation: the item functions as a Sphere of Annihilation that the holder may hold and carry around harmlessly. Other people are less fortunate. It may be released to wander around annihilating things.

Vortex of Souls: everyone adjacent to the holder takes one negative level per round.

Shadow World: all shadows and darkness within 20' of the holder are considered as solid as earth. The holder is able to move freely despite this, but anyone else must pass a Reflex save to be able to do so.

Frozen Palace: the holder gains the [Cold] subtype as long as the item is held or worn.

You Are The Demons: the item can change into any other item of any legitimate material (no Adamantine Hide Armour, for instance) with a Move action, though the actual magical benefits of the item remain the same where possible (and are suppressed where not applicable). Generic +X bonuses for anything except skills will swap around with no trouble (Armour: AC, Weapon: hit and damage, Clothing: saves or one ability score etc.) If it takes the form of a weapon or piece of armour, the user is considered proficient with it.

Demand Fealty: any time someone targets the holder with a spell that allows a saving throw and the save is passed, the caster is subjected to a Dominate Monster effect (Will negates) for 2d4 rounds.

*Shadow Hound: anyone who hits the holder is automatically bitten as though by the Shadow Hound, though it does not grab them.

*Grasp of Damnation: the holder automatically succeeds on all Grapple checks that are offensive in nature (establish a grapple/lift or pin a foe, sustain a grapple), and gains a Constrict attack that deals 6d6+Int Negative Energy damage.
Last edited by Koumei on Wed Jan 13, 2010 4:09 am, edited 1 time in total.
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CatharzGodfoot
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Post by CatharzGodfoot »

Might want to change "strikes" to "attacks" or "hits". Also, while DR 10/- might no be too crazy on a garden variety shadowcaster, it can stack up pretty quickly. Makes me thing that base DR values should stack like SR.
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Rejakor
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Post by Rejakor »

Koumei, your classes make me smile.

Don't ever stop.
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