Thursday, January 9, 2020

Campaign Design - Prestige Class: Bride of Darmas

Bride of Darmas (adapted from the Book of Eldritch Might)

Females occupy the lowest rungs of duergar society and most are valued only for their capabilities as slaves, pack mules, and mothers of male children. The males are unquestioned masters of their dominion and tolerate no sign of dissension.
Very rarely, a female duergar is born with the heavy frame of a male duergar, and these strong females are - if possible, even more ruthless and belligerent than the males. They are so exceptional, in fact, that they are exempted from the rigid striations of duergar society. They do not serve as slaves or bearers of children, but instead form a secret society of priestesses who serve Darmas as his ceremonial wives. These so-called brides of Darmas answer only to religious authorities and do not speak to anyone outside their tight-knit group. Adding to their mystique, they are never seen without a ceremonial head wrapping customarily worn by duergar and dwarven brides. This wrap, always dyed black for a bride of Darmas, obscures their features, making these enigmatic warriors even more mysterious.
Almost all brides begin their careers as barbarians, fighters, or warriors, or barbarians, but a small number train first as adepts, clerics, or favored souls.

Hit Die: d6.
Luck Die: d3.

Requirements
To become a bride of Darmas, one must meet the following criteria:
  • Skills: Knowledge: Religion 4+ ranks.
  • Race: Duergar or dwarf
  • Alignment: Any evil.
  • Gender: Female.
  • Base Attack Bonus: +5 or higher.
  • Special: The bride must be a virgin who must take an oath of chastity and fealty to Darmas.
Class Skills
  • The bride of Darmas's class skills (and the key ability for each skill) are Climb (Str), Craft: Any (all skills taken individually)(Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge: Religion (Int), Ride (Dex), and Swim (Str).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the bride of Darmas prestige class.
  • Base Attack Bonus: Good. A bride of Darmas gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A bride of Darmas gains +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A bride of Darmas gains +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A bride of Darmas gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: brides of Darmas are proficient with all simple and martial weapons, with all armor, and with shields.

  • Fearless (Ex): All brides are immune to fear, including magical fear. Allies within 10 feet of the bride gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural effect.

  • Challenge Hero (Su): Beginning at 2nd level, a bride may issue a ceremonial challenge to the leader of an enemy force. if no clear military leader is present, the DM chooses whom the bride may challenge instead according to the following priority: First, any opponent with the Leadership feat, then the opponent with the highest base attack bonus, and finally, if no opponent fits any of these other qualifications, the opponent with the highest Charisma ability score. The challenge itself is a mind-affecting compulsion effect that is not language-dependent. In most cases, a crooked finger or wave is enough to get the message across.

    Refusing the challenge requires the opponent to make a Will save (DC 15 + the bride's Intimidate bonus). An opponent who fails the save or chooses not to resist immediately moves by the shortest possible path to be adjacent to the challenging bride, who can engage the target in melee combat. The opponent is subject to attacks of opportunity as normal for moving through threatened areas. The challenged opponent is not stunned or negatively affected in any other way.

    If the challenged opponent backs out of melee, runs away, or falls in combat to the bride, all combatant's on the opponent's side suffer a -4 morale penalty on attacks, checks, and saves for the remainder of the combat. If the bride falls or runs, combatants on her side suffer an identical penalty. Multiple uses of this ability are not cumulative; a side can only be demoralized once per combat.

  • Nameless (Su): At 3rd level, the brides identity continues to dissolve into the sisterhood. She loses her name, but gains a +4 resistance bonus against enchantment spells and effects.

  • Smite Good (Su): At 4th. level, the bride gains the ability to focus her infernal husband's wrath into a devastating melee attack. once per day, she may add her Charisma modifier to her attack roll and deal 1 extra point of damage per bride class level. This ability functions only against good-aligned opponents. At 7th level and against at 10th level, the bride gains an additional daily use of this ability.

  • Sisterhood (Su): As she is accepted into the secret society, the bride's physical uniqueness becomes less and less important. Their wrappings make all brides look the same, and their emotional bond makes them identical on a spiritual and mental level.

    At 5th level, a bride may grant a +4 resistance bonus on any single save to any other bride within 30 feet, once per round. Using this ability is a free action that does not provoke an attack of opportunity, and may be used as a reaction after the target bride is required to make a save. The bride who grants this bonus suffers a -4 resistance penalty on all saving throws during the same round.

    At 8th level, a bride may transfer up to 10 hit points to any other bride within 30 feet, following the same rules as above. As with the resistance bonus to saves, using this ability is a free action, but it may be used only once per round. Transferred hit points are permanent - they do not revert to the sending bride when the effect ends. This ability can be used to raise a character's hit point total above her normal total, but these extra hit points disappear after an hour. The sending bride can replace her lost hit points with natural or magical healing as normal.

  • Faceless (Su): At 6th level, the bride's physical identity is consumed by the totality of the group. She is no longer recognizable as an individual even with her wrappings removed, and gains a +4 resistance bonus on saves against all transmutation spells and effects.

  • Side by Side (Ex): On attaining 9th level, brides think and act as one creature. As long as the bride is adjacent to any other bride (of any level), she gains a +2 insight bonus to attacks, Armor Class, saves, and skill checks.
Bride of Darmas


LevelSpecial
1stFearless
2ndChallenge Hero
3rdNameless
4thSmite Good, once per day
5thSisterhood (saving throws)
6thFaceless
7thSmite Good, twice per day
8thSisterhood (hit points)
9thSide by Side
10thSmite Good, three times per day

Home     Prestige Classes

Sunday, December 29, 2019

Campaign Design - Prestige Class: Embermage

Embermage (adapted from the Book of Eldritch Might)

Although there are others who claim to be fire wizards, these devotees of Tuliherra's cult may the the truest sort of fire mage. Fire smolders within them: Their blood literally burns. This fire makes them tough - they have to be, for their dread master requires that they access their powers by releasing the fire within.

Many sorcerers and wizards become embermages, other arcanists less often. All embermages have suffered greatly by fire and internalized the power within the flame. Embermages often gather thogether in small cabals. They use their power to achieve a set end, although the specific goals of every embermage are different, they all serve Tuliherra in the end.

Hit Die: d6.
Luck Die: d3.

Requirements
To become an embermage, one must meet the following criteria:
  • Skills: Knowledge: Arcana 10+ ranks.
  • Feats: Endurance, Spell Focus (Evocation), Spell Penetration.
  • Alignment: Nongood.
  • Special: Ability to cast 3rd level arcane spells including at least five spells of the fire type and no spells of the cold type.
  • Special: You must have been reduced to negative hit points entirely through damage by fire or have been killed by a fire attack.
  • Special: You can use no spell or item that provides protection against fire. Doing so prevents the use of embermage abilities until the protection ends.
  • Special: Must join the cult of Tuliherra.
Class Skills
  • The embermage's class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (all skills taken individually)(Int), Knowledge: Any (all skills taken individually)(Int), Profession: Any (all skills taken individually)(Wis), and Spellcraft (Int).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the embermage prestige class.
  • Base Attack Bonus: Poor. An embermage gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. An embermage gains +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. An embermage gains +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. An embermage gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Embermages gain no new proficiency with any arms or armor.

  • Spellcasting: When an odd-numbered embermage level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit of a character of that class would have gained. This essentially means that he adds the level of embermage to the level of whatever other spellcasting class the character has, then determines spells per and caster level accordingly. If a character had more than one arcane spellcasting class before he became an embermage, he must decide to which arcane spellcasting class he adds each level of embermage for the purpose of determining spells per day.

  • Burning Touch (Sp): The embermage can call flames to the tips of his fingers as a free action, inflicting 1d4 + 1 point per class level of fire damage (maximum +5) if touched to a foe. The touch attack is handled normally. The flames can set flammable objects like paper alight. The flames last for 1 round. These flames come from within the character, inflicting 1 point of damage upon him each time he uses this ability.

  • Burning Blood (Sp): The embermage can cut himself as a standard action, inflicting 1 to 5 points of damage upon himself as he chooses. His gflaming blood gushes from the wound, causing everyone within 5 feet 1d6 points of damage for each point of damage the embermage suffered.

  • Fingers of Fire (Sp): Calling fire to the tips of his fingers, the embermage can launch one to five spurts of flame in a single round at targets up to 30 feet away. If firing multiple spurts, the embermage can target different foes, but no two can be more than 10 feet apart. Each spurt requires a ranged touch attack and inflicts 2d6 points of damage. Each spurt inflicts 2 points of damage to the embermage as well.

  • Burning Blood Backlash (Su): Whenever the 6th level embermage suffers damage from a slashing or piercing attack, the resulting spurt of inner fire and burning blood inflicts 1d6 points of fire damage upon the attacker if he is within 5 feet.

  • Tongue of Fire (Sp): Once per day, the 8th level embermage can spit two gouts of flame as a standard action. One forms a flaming shield that provides a +3 armor bonus with no armor check penalty or spell failure chance. The other forms a flame blade, as a spell of the same name. The shield and blade last for 10 minutes.

  • Eyes of Fire (Sp): Once per day, the embermage can shoot from his eyes a blast of fire 5 feet wide and 100 + 10 feet per class level log. All within this area must make Reflex saving throws (DC 10 + the embermage's Intelligence modifier + the embermage's class level) or suffer 1d6 points of fire damage per embermage class level (maximum 10d6). This fire is so hot that even creatures immune to fire suffer half damage and characters with fire resistance only get half their normal resistance.

  • Internal Explosion (Sp): Once per day, at 10th level, the embermage can call upon his most dreaded power. He can temporarily transfer the ultra-hot flame within himself to some other victim or victims. This works exactly like the spell implosion, except that the target explodes in flame. The save DC is equal to 10 + the embermage's Intelligence modifier + the embermage's class level. Creatures immune to fire suffer no damage. but characters with fire resistance have no special protection.
Embermage

LevelSpecialSpells
1stBurning Touch+1 level of existing class
2ndBurning Blood-
3rd-+1 level of existing class
4thFingers of Fire-
5th-+1 level of existing class
6thBurning Blood Backlash-
7th-+1 level of existing class
8thTongue of Fire-
9thEyes of Fire+1 level of existing class
10thInternal Explosion-

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Saturday, December 28, 2019

House Rules - Mirror Master Spell List

This is a spell list of all the bonus spells for Mirror Masters that includes all of the spells drawn from the various sourcebooks that I own. Mirror Masters also gain spells according to the spell list of the arcane spellcasting classes they were members of before becoming Mirror Masters. In some cases, I have added particular spells from third party sourcebooks that I thought were thematically appropriate as expansions to the spell list for this class. For the most part, this list does not include spells that appear in either the Player's Handbook or the Spell Compendium, although I may get around to including them at some point. Spells drawn from sources other than those two volumes are marked with a notation by the spells in question. For guidance as to what sourcebooks these notated abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

1st Level

Command (PHB)*
Hypnotism (PHB)*
Message (PHB)*

2nd Level

Mirror Image (PHB)
See Invisibility (PHB)*
Shatter (PHB)

3rd Level

Daylight (PHB)
Mirror Shield (BoEM)
Searing Light (PHB)*

4th Level

Lesser Mirror Calling (BoEM)*
Rainbow Pattern (PHB)
Scrying (PHB)

5th Level

Mirror Blast (BoEM)*
Mirror Theft (BoEM)*
True Seeing (PHB)

6th Level

Eyebite (PHB)*
Mirror Calling (BoEM)*
Mirror Truth (BoEM)*

7th Level

Mirror Portal (BoEM)*
Simulacrum (PHB)
Spell Turning (PHB)

Spells drawn from this list cast by Mirror Masters that are marked with a "*" require that the target, area, or effect be viewed in a mirror - either normally or through the Mirror Sight feat.

Home     Class Spell Lists    Prestige Classes     Mirror Master

Monday, December 23, 2019

Campaign Design - Prestige Class: Graven One

Graven One (adapted from the Book of Eldritch Might)

Tales tell of arcanists with skin like leather or maybe even like stone. Every inch of these mages' skins are covered in tattoos, sigils, runes, and other markings. They have, quite literally, transformed themselves into living magic items. To do so, they undergo painful rituals that strengthen their flesh and make them hardier individuals.

Wizards and sorcerers become graven ones most frequently, but occasionally other arcanists do as well. Graven ones usually wander alone, though sometimes their abilities are seen as such a book that they become military leaders or enforcers for powerful masters. Dwarven spellcasters are the most common individuals to follow the path of the graven one, but külen and kell often take up this class as well.

Hit Die: d4.
Luck Die: d2.

Requirements
To become a graven one, one must meet the following criteria:
  • Skills: Knowledge: Arcana 5+ ranks.
  • Feats: Etch Object Rune, Inscribe Magic Tattoo, Scribe Scroll, Toughness.
  • Special: Ability to cast 4th level arcane spells including at least three spells with the word "mark" in the title, erase, explosive runes, and sepia snake sigil.
  • Languages: Must be able to speak Celestial, Infernal, and Sûlic.
  • Special: You must find a third party who can cast permanency and will partake in a ritual that lasts an entire day. You lose 4 hit points permanently, but when it is over you bear a tough, almost stone-like skin with an inherent +1 natural armor bonus.
Class Skills
  • The graven one's class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (all skills taken individually)(Int), Gather Information (Cha), Knowledge: Arcana (Int), Knowledge: the Planes (Int), Profession: Any (all skills taken individually)(Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the graven one prestige class.
  • Base Attack Bonus: Average. A graven one gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A graven one gains +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A graven one gains +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. A graven one gains a +⅓ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Graven ones gain no new proficiency with any arms or armor.

  • Spellcasting: When an odd-numbered graven one level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit of a character of that class would have gained. This essentially means that he adds the level of graven one to the level of whatever other spellcasting class the character has, then determines spells per and caster level accordingly. If a character had more than one arcane spellcasting class before he became a graven one, he must decide to which arcane spellcasting class he adds each level of graven one for the purpose of determining spells per day.

  • Flesh Rune (Sp): The graven one gains the ability to etch runes into her own flesh using the Etch Object Rune feat. The graven one's body can bear as many as four runes at once, no matter her size. In cultures where skin markings are strange, or among those who fear or distrust magic, these obvious runes - as well as tattoos of power and the graven images detailed below - give the graven one a -2 circumstance penalty to all Charisma-based skill checks except Intimidate checks, which gain a +2 circumstance bonus.

  • Tattoo of Power (Su): A graven one can inscribe a tattoo on her body that lasts for 24 hours. It requires 10 minutes to inscribe it, and she can bear only one tattoo of power at a time. This in no way interacts with any flesh runes she might have. When she gains this ability at 2nd level, she chooses a tattoo of power inscription that she knows from the table below. The graven one's level plus her Intelligence modifier determines which of the tattoos she can learn. When she gains this ability again at 3rd level and at alternating levels after that, she can learn how to inscribe another tattoo.

  • Graven Image (Su): The graven one can inscribe one or more images of animals or magical beasts on her flesh. This in no way interacts with any flesh runes or tattoos of power she might have. Inscribing this image takes 10 minutes, and it can be activated at any time afterward as a free action. When activated, the image leaps from the graven one's body and becomes a real version of that creature. It remains for one minute per level, or until slain, obeying the graven one's commands which are issued as free actions. As the graven one goes up in levels, she can make more and more Hit Dice worth of creatures into images.
Graven One

LevelSpecialSpells
1stFlesh Rune+1 level of existing class
2ndTattoo of Power-
3rdTattoo of Power+1 level of existing class
4thGraven Image (5 Hit Dice)-
5thTattoo of Power+1 level of existing class
6thGraven Image (10 Hit Dice)-
7thTattoo of Power+1 level of existing class
8thGraven Image (15 Hit Dice)-
9thTattoo of Power+1 level of existing class
10thGraven Image (20 hit Dice)-

Tattoos of Power
Level + Intelligence Modifier
Tattoo
Effect
1
Endurance
+2 enhancement bonus to Constitution
2
Strength
+2 enhancement bonus to Strength
3
Dexterity
+2 enhancement bonus to Dexterity
4
Defense
+3 natural armor bonus to Armor Class (this stacks with the natural armor bonus granted by the graven one class)
5
Silent Shadow
+10 enhancement bonus to Hide and Move Silently checks
6
Fortification
25% chance to negate all critical hits or sneak attacks inflicted upon the graven one
7
Change Self
As the spell change self
8
Wounding
All attacks dealing damage, including spells, made by the graven one inflict a wound that bleeds 1 point of damage per round as a weapon with the wounding special ability
9
Holy or Unholy
All attacks dealing damage, including spells, made by the graven one inflict +2d6 points of damage to all creatures of evil alignment (if holy is chosen) or good alignment (if unholy is chosen)
10
Anarchic or Axiomatic
All attacks dealing damage, including spells, made by the graven one inflict +2d6 points of damage to all creatures of lawful alignment (if anarchic is chosen) or chaotic alignment (if axiomatic is chosen)
11
Spell Resistance
The graven one gains spell resistance of 11 + her class levels
12
Damage Reduction
The graven one gains damage resistance 10/+2

Home     Prestige Classes

Thursday, December 19, 2019

Campaign Design - Prestige Class: Mirror Master

Mirror Master (adapted from the Book of Eldritch Might)

Mirror masters are usually born with a gift that allows them to see things in mirrors that others do not see. Occasionally, this gift is bestowed through ritual as well. Mirror masters are quiet, mysterious folk whose gazes teem transfixed elsewhere.

Wizards and sorcerers become mirror masters most frequently, but other arcane spellcasters sometimes do as well. Mirror masters rarely work together. Sometimes one will operate within a guild of other mages, but most often these spellcasters work alone.

Hit Die: d4.
Luck Die: d2.

Requirements
To become a mirror master, one must meet the following criteria:
Class Skills
  • The mirror master's class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (all skills taken individually)(Int), Gather Information (Cha), Knowledge: Arcana (Int), Knowledge: the Planes (Int), Profession: Any (all skills taken individually)(Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the mirror master prestige class.
  • Base Attack Bonus: Poor. A mirror master gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A mirror master gains +⅓ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A mirror master gains +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A mirror master gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Mirror masters gain no new proficiency with any arms or armor.

  • Spellcasting: When an odd-numbered mirror master level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit of a character of that class would have gained. This essentially means that he adds the level of mirror master to the level of whatever other spellcasting class the character has, then determines spells per and caster level accordingly. If a character had more than one arcane spellcasting class before he became a mirror master, he must decide to which arcane spellcasting class he adds each level of mirror master for the purpose of determining spells per day.

  • Mirror Thoughts (Sp): Once per day, a mirror master can use a mirror to detect and learn the thoughts of anyone reflected in its surface. In all other respects, this ability works like the spell detect thoughts.

  • Mirrored Eyes (Su): A mirror master gains an additional saving throw against all gaze attacks. If either save succeeds, treat the situation as if the mirror master made the save.

  • Bonus Spells (Ex): The mirror master gains bonus spells as she studies mirrors and mirror lore drawn from the Mirror Master Spell List. These spells are either added automatically to her spellbook (if she is a wizard or other spellcaster that uses spellbooks), or one of each level is added to the spells the caster knows (if she is a sorcerer or similar spontaneous spellcaster).

  • Piercing Gaze (Ex): The mirror master gains a +2 competence bonus to Spot, Search, Intimidate, and Sense Motive skill checks.

  • Mirror Step (Sp): Once per day, a mirror master can step into one mirror and out another. At 6th level, treat this ability as dimension door in all ways other than the requirement that the starting and destination point must be a mirror. At 8th level, treat this ability in all other ways as teleport. At 10th level, treat this ability in all other ways as plane shift. Each time a mirror master gains a new version of this ability, it brings with it a new use per day. This ability can be used in conjunction with Mirror Sight.
Mirror Master

LevelSpecialSpells
1stMirror Thoughts+1 level of existing class
2ndMirrored Eyes, Bonus Spells (1st and 2nd)-
3rd-+1 level of existing class
4thPiercing Gaze, Bonus Spells (3rd and 4th)-
5th-+1 level of existing class
6thMirror Step (Dimension Door), Bonus Spells (5th)-
7th-+1 level of existing class
8thMirror Step (Teleport), Bonus Spells (6th)-
9th-+1 level of existing class
10thMirror Step (Plane Shift), Bonus Spells (7th)-

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Friday, October 11, 2019

Campaign Design - Prestige Class: Penumbral Lord

Penumbral Lord (adapted from Relics & Rituals)

There are those who seek knowledge within darkness rather than candle-lit tomes. The greatest of these shadow magicians are the spellcasters known as penumbral lords. Where the shadowdancer uses borders between light and dark to enhance her fighting prowess, and the shadow adept weaves the substance of shadow to enhance their eldritch endeavors, the penumbral lord draws magical power from transgressing this boundary. His is the face never seen for the shadows that his its features. His is the figure seen only in outline by the light of the moon. These are the powers understood by none who do not embrace the darkness.

Only those versed in the magic of shadows may become penumbral lords. The class draws its recruits almost exclusively from the ranks of wizards and sorcerers, with almost all moving through the shadow adept class on their way to this one. Penumbral lords are highly secretive people who keep their own counsel, in large part because the Collegium and the Leucadian Brotherhood hunt them even more ruthlessly than they hunt the shadow adepts and shadowdancers. Though they seem to be exclusively introverted, many maintain a social facade, all the better to further their plots and intrigues. They might be found in the dark recesses of forgotten caves or in the shadowy halls of criminal guilds, or even in the high courts of the land - they live, in essence, wherever shadows fall.

Hit Die: d4.
Luck Die: d2.

Requirements
To become a penumbral lord, one must meet the following criteria:
  • Skills: Hide 10+ ranks.
  • Feats: Shadow Magic and Still Spell.
  • Special: Must be able to cast three different illusion (shadow) spells, one of which must be shadow conjuration.
Class Skills
  • The penumbral lord's class skills (and the key ability for each skill) are Concentration (Con), Craft: Alchemy (Int), Decipher Script (Int), Hide (Dex), Knowledge: Arcana (Int), Knowledge: the Planes (Int), Move Silently (Dex), Profession: Any (all skills taken individually)(Wis), and Spellcraft (Int).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the penumbral lord prestige class.
  • Base Attack Bonus: Poor. A penumbral gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A penumbral lord gains +⅓ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A penumbral lord gains a +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A penumbral lord gains +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Penumbral lords gain no new proficiency with any weapons or armor.

  • Spells: Beginning at 1st level, a penumbral lord gains the ability to cast a number of arcane spells. The list of available spells is not as exhaustive as the spell list available to sorcerers and wizards, but the majority of these spells are available to penumbral lords prior to other arcane casters. A penumbral lord gains new spells with each level as reflected on the table below. To cast a spell, the peunumbral lord must have an Intelligence score of at least 10 + the spell's level. Penumbral lord bonus spells are based on Intelligence, and saving throws against these spells have a DC of (10 + spell level + the penumbral lord's Intelligence modifier). The penumbral lord's spell list appears here. A penumbral lord prepares and casts spells just as a wizard does, and adds spells to their spellbook in the same manner that a wizard does, including adding two new spells to their spellbook every time they gain a level in this class (see Arcane Magical Writings), except that the spells a penumbral lord chooses to place in their spellbook must be drawn from the penumbral lord spell list. For the purpose of determining caster level dependent effects of spells he casts, a penumbral lord's caster level is his penumbral lord level plus his caster level in all other arcane spellcasting classes.

  • Darkvision (Ex): At 1st level, a penumbral lord gains darkvision to 60 feet. Additionally, natural light cannot blind or penalize a penumbral lord, regardless of the penumbral lord's racial penalties.

  • Shadow Strength (Su): A penumbral lord's magic is often powered by tapping the energies of shadow itself. He slowly becomes adept at making such quasi-real illusions stronger. When casting spells from the shadow subschool of the illusion school that call for the illusion to posses a certain percentage of actual effectiveness, treat the creations of a penumbral lord as if they had a strength of (10% x the penumbral lord's class level) or as described in the spell description, whichever is greater. Because of he nature of shadow, these spells can never reproduce reality, so the maximum percentage strength of these spells is 75%, reached at 8th level.

  • Shadowcat Form (Sp): When a penumbral lord reaches 2nd level, he can transform himself into a shadowcat, a housecat formed entirely of shadows. The transformation requires a full-round action either to or from shadowcat form. The "cat" appears as a shadow flat upon the ground., in darkness, or within any shadowy area. A penumbral lord in shadowcat form adds +10 any Hide check. additionally, the shadowcat is two-dimensional so the penumbral lord can slip under doors or fit through any opening that is at ground level. Openings above the ground, such as an open window, are inaccessible in this form. Also note that a penumbral lord in this form cannot go up steps or otherwise move upward. He can move down in this manner, and no damage is sustained no matter the extent of the fall. This power may be used twice per day and lasts for (1d6 + the character's penumbral lord level) minutes. Transformation from shadowcat form when the duration has expired is a free action.

  • Shadowcast (Su): Beginning at 3rd level, a penumbral lord begins to tap the Shadow Realm for energy with which to power his magic. If the penumbral lord casts a spell within a shadowed area, he may choose not to lose the prepared spell when it is cast, but instead cast a nearly real version of the same spell with shadow magic. Penumbral lord spells up to 3rd level may be cast this way using Shadowcast I. Instead of losing the prepared spell, he instead loses hit points equal to the level of the spell (minimum 1 hit point). additionally, any saves allowed by a spell that has been shadowcast are made a +2. Spells cast in this way are not illusion (shadow) effects and cannot be disbelieved - they are simply being powered by the Shadow Realm.

    At 5th level, Shadowcast II allows a penumbral lord to use shadow energy to power any spell of cantrip through 3rd level, regardless of whether the spell comes from the penumbral lord spell list or is a spell from another class. Like Shadowcast I, saves against such spells gain a +2 bonus, but now the penumbral lord loses twice the spell's level in hit points (minimum 1 hit point).

    When he reaches 7V level, a penumbral lord may use Shadowcast III to power any prepared penumbral lord spell up to 6th level. The same penalties and expenses that apply to Shadowcast I apply to Shadowcast III.

    At 9th level, the penumbral lord can now retain any spell up to 6th level by replacing the casting with shadow energy. The same penalties and expenses that apply to Shadowcast II apply to Shadowcast IV.

  • Improved Darkvision (Ex): At 4th level, a penumbral lord's 1st-level ability of darkvision is enhanced. Now he may see even in magical darkness, and he cannot be blinded by magical light.

  • Shadowraven Form (Sp): The penumbral lord can now become a shadowraven, a form similar to a shadowcat. it requires a full-round action to make the transformation either to or from shadowraven form. The caster can now reach heights above ground level, including "flying" up steps or through an open window. The penumbral lord's raven shaped shadow will always be on some nearby surface, such as the side of a building as he ascends toward an open window. This power may be used twice per day and lasts for (1d6 + the caster's penumbral lord level) minutes. Transformation from shadowraven form when the duration has expired is a free action.

  • Shadowstep (Sp): At 8th level, a penumbral lord gains the ability to step into the shadows and become one with the,. This requires a full-round action. Once completed, the penumbral lord seems to fade away. He actually remains in the same location, but he cannot cast spells, move, or speak (though he can use telepathy if it was in effect prior to the shadowstep). Likewise, he cannot be attacked, magically or physically. He cannot be detected by almost any means as he has essentially left the physical plane and entered the Shadow Realm. Returning from the shadows requires a full-round action, and the penumbral lord is stunned for (1d6 - his Intelligence modifier) rounds. If the area where the penumbral lord stepped should ever fall out of the shadows (as the sun rises and banishes the darkness, for example), the shadowstep is automatically ended and the caster is stunned for (1d10 - his Intelligence modifier) rounds. While within the shadows, a penumbral lord is only faintly aware of his surroundings. He knows how many creatures are nearby, but he cannot hear them speak or otherwise sense them specifically. Within the shadows, a penumbral lord requires no sleep, food, or water. He cannot prepare spells, but the time spent in shadows counts towards the rest requirement for such preparation.

  • Shadow Home (Sp): When a penumbral lord reaches 10th level, he can make a home in the shadows. He enters the shadows as with his shadowstep ability and exists within the gloomy depths in that same fashion, but now he has the ability to move as long as he remains in shadowed areas. additionally, his sense are not diminished - he may see and hear (but not touch, taste, or smell). Finally, rest and spell preparation are now possible within the shadows.
Penumbral Lord
Spells per Day
Level
Special
0th1st2nd3rd4th5th6th7th8th9th
1st
Darkvision, Shadow Strength
3
2
-
-
-
-
-
-
-
-
2nd
Shadowcat Form
4
2
1
-
-
-
-
-
-
-
3rd
Shadowcast I
4
2
2
1
-
-
-
-
-
-
4th
Improved Darkvision
4
3
2
1
-
-
-
-
-
-
5th
Shadowcast II
4
3
2
1
1
-
-
-
-
-
6th
Shadowraven Form
4
4
2
2
2
1
-
-
-
-
7th
Shadowcast III
4
4
3
2
2
2
1
-
-
-
8th
Shadowstep
5
5
3
3
2
2
2
1
-
-
9th
Shadowcast IV
5
5
4
3
2
2
2
2
1
-
10th
Shadow Home
5
5
4
4
2
2
2
2
1
1

Home     Prestige Classes

Tuesday, October 8, 2019

Campaign Design - Prestige Class: Shadow Adept

Shadow Adept (adapted from the Forgotten Realms Campaign Setting)

Some spellcasters who discover the power of the Shadow Realm are cautious, altering their magic slowly. Others are more reckless, and hurl themselves into the abyss of the Shadow Realm, immediately acquiring all the gifts available to the casual student and discovering secrets unavailable to all but the most dedicated. These spellcasters are shadow adepts, who make great sacrifices in some aspects of the magical arts in order to reap greater benefits elsewhere.

Most shadow adepts are sorcerers or wizards, and they gain the greatest power from this path. That said, any spellcaster can tap into the Shadow Realm, and a few druids and spirit shamans have been known to make this choice Among clerics, only the followers of Gangyn are common in the ranks of the shadow adepts.

Although not necessarily villainous, in the Three Worlds, most shadow adepts are outcasts and exiles, living apart from society or hiding their identity as a shadow adept from all but their closest and most trusted allies. For reasons that are not entirely clear to those outside the organizations, both the Collegium and the Leucadian Brotherhood are implacable foes of the shadow adepts and ruthlessly hunt them down and eliminate them whenever they discover one. Needless to say, this makes all but the most powerful or most reckless shadow adepts reluctant to expose the true nature of their magic.

Hit Die: d4.
Luck Die: d2.

Requirements
To become a shadow adept, one must meet the following criteria:
  • Alignment: Any nongood.
  • Skills: Knowledge: Arcana 8+ ranks, Spellcraft 8+ ranks.
  • Feats: Shadow Magic and any metamagic feat.
  • Special: Ability to cast 3rd level arcane or divine spells.
Class Skills
  • The shadow adept's class skills (and the key ability for each skill) are Bluff (Cha), Craft: Any (all skills taken individually)(Int), Disguise (Cha), Knowledge: Any (all skills taken individually)(Int), Profession: Any (all skills taken individually)(Wis), and Spellcraft (Int).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the shadow adept prestige class.
  • Base Attack Bonus: Poor. A shadow adept gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A shadow adept gains +⅓ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A shadow adept gains +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A shadow adept gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Shadow adepts gain no new proficiency with any arms or armor.

  • Spellcasting: A shadow adept's training focuses on magic. Thus, when a new shadow adept level if gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit of a character of that class would have gained. This essentially means that he adds the level of shadow adept to the level of whatever other spellcasting class the character has, then determines spells per and caster level accordingly. If a character had more than one spellcasting class before he became a shadow adept, he must decide to which class he adds each level of shadow adept for the purpose of determining spells per day.

  • Shadow Feats: A shadow adept gains the Insidious Magic, Pernicious Magic, and Tenacious Magic feats.

  • Low-Light Vision (Su): A shadow adept gains low-light vision if he does not already have it.

  • Shadow Defense: Add this value to a shadow adept's saving throws against spells from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor.

  • Darkvision (Su): A shadow adept can see in the dark as though he were permanently affected by a darkvision spell.

  • Metamagic Feat: The shadow adept can choose any one metamagic feat.

  • Spell Power: Add this value to the DC for saving throws and to caster level checks to overcome spell resistance for spells the shadow adept casts from the schools of Enchantment, Illusion or Necromancy and spells with the darkness descriptor. This stacks with other spell power effects that affect the specified spells.

  • Shield of Shadows (Su): A shadow adept can create a mobile disk of purple black force as a standard action. The shield of shadows has the effect of a shield spell and also provides three-quarters concealment 30% miss chance) against attacks from the other side of the shield. As with the shield spell, the shadow adept can change the defensive direction of the shield of shadows as a free action once per round on his turn. The shadow adept can see and reach through the shield, so it does not provide cover or concealment to opponents.

    The shield of shadows lasts 1 round per caster level per day and need not be used all at once. Creating or dismissing the shield of shadows is a standard action.

    At 8th level, the shield also grants spell resistance of 12 + the character's shadow adept level on attacks against the shadow adept that originate from the other side of the shield,as if the shadow adept were under the effect of a spell resistance spell.

  • Shadow Walk (Sp): A shadow adept can cast the shadow walk spell once per day.

  • Shadow Double: Once per day, a shadow adept can use a standard action to create a double of himself woven from shadwostuff. The double has the ability scores, Armor Class, hit points, saves, and attack bonuses of its creator, but no equipment. any apparent clothing or equipment is nonfunctional. The double can attack the creator's enemies if given a weapon or items (since it can use anything its creator can use) or function as the target of a project image spell, duplicating the creator's actions and acting as the origin of the creator's spells when it is within a direct line of sight. mentally commanding the double is a free action. Using it as the originator of a spell counts as an action for the creator and the double. Causing the creator or the double to leave the plane they share dismisses the double.

    The double lasts 1 round per caster level. The death of the double does not affect the shadow adept or vice versa. The double still lasts to the end of the duration if its creator does.
Shadow Adept

LevelSpecialSpells
1stShadow Feats+1 level of existing class
2ndShadow Defense +1, Low-Light Vision+1 level of existing class
3rdSpell Power +1+1 level of existing class
4thShield of Shadow+1 level of existing class
5thMetamagic Feat, Shadow Defense +2+1 level of existing class
6thSpell Power +2+1 level of existing class
7thShadow Walk, Darkvision+1 level of existing class
8thShadow defense +3, Greater Shield of Shadows+1 level of existing class
9thSpell Power +3+1 level of existing class
10thShadow Double+1 level of existing class

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