(adapted from The Book of Roguish Luck)
Race: Cien-Kranula.
Alignment: Any nongood.
Hit Die: d6.
Luck Die: d6.
Class Skills
- Skill List: The shadowsworn's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Hide (Dex), Jump (Str), Knowledge: Arcana (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (all skills taken individually)(Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
- 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 1st Level: (4 + Intelligence modifier) x 4.
- Skill Points at Each Additional Class Level: 4 + Intelligence modifier.
All of the following are class features of the shadowsworn:
- Base Attack Bonus: Medium. A shadowsworn gains +¾ base attack bonus per class level.
- Fortitude Base Save Bonus: Poor. A shadowsworn gains +1⁄3 base Fortitude save bonus per class level.
- Reflex Base Save Bonus: Good. A shadowsworn gains a +2½ base Reflex save bonus at first level, and an additional +½ base Reflex save bonus per class level.
- Will Base Save Bonus: Poor. A shadowsworn gains +1⁄3 base Will save bonus per class level.
- Weapon and Armor Proficiency: Shadowsworn are proficient with all simple and martial weapons, and with all light armor, but not with shields.
- Spells: Shadowsworn cast arcane spells, which are drawn from the shadowsworn spell list. They can cast any spell they know without preparing it ahead of time. To learn or cast a spell, a shadowsworn must have a Charisma score equal to at least 10 + the spell level (Charisma 10 for 0th-level spells, Charisma 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a shadowsworn's spells is 10 + spell level + the shadowsworn's Charisma modifier. All spells cast by a shadowsworn gain the shadow descriptor, whether they normally have that descriptor or not.
- Scribe Scroll: A shadowsworn can read arcane scrolls and gains Scribe Scroll as a bonus feat.
- Shadow Magic: A shadowsworn's magic is drawn from the Plane of Shadow. He gains the Shadow Magic feat as a bonus feat but does not need to pay the Wisdom cost normally associated with the feat.
- Darkvision: Beginning at 2nd level, a shadowsworn gains increasingly powerful darkvision. If he has no darkvision, he gains it out to 30 feet. If he already has darkvision, he gains an additional +30 feet to his existing range. When a shadowsworn reaches 7th level, the range of his darkvision is extended a further 30 feet, to a total of +60 feet.
- Sneak Attack: If a shadowsworn of 3rd-level or higher can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.
- Shadow Familiar (Su): At 4th-level or higher, a shadowsworn may conduct an all-day ceremony that releases his own shadow to serve as a familiar for him. This shadow has the usual statistics and abilities of a sorcerer or wizard familiar, but it is incorporeal though not undead. It cannot be turned, rebuked, or commanded by a third party. It can be cured with normal curative spells. It resembles a flat, flickering shadow and remains invisible in full or partial darkness. The shadow familiar can move under doors and through other tiny openings and can hide itself perfectly well by posing as its master's normal shadow.
- Bonus Feat: At 5th level, 10th level, 15th level, and 20th level the shadowsworn gains a bonus feat. This feat gained must be one of the following feats: Ambush, Dark Halo, Greater Spell Focus (Enchantment), Greater Spell Focus (Illusion), Greater Spell Focus (Necromancy), Infuse Reality, Insidious Magic, Master of Darkness, Pernicious Magic, Shadow Cloak, Shadow Familiar, Silent Kill, Silent Spell, Sleight of Mind, Spell Focus (Enchantment), Spell Focus (Illusion), Spell Focus (Necromancy), Still Spell, and Tenacious Magic.
- Summon Shadow (Sp): At 8th level or higher, a shadowsworn can turn natural shadows into the undead creatures of the same name (see the Monster Manual, pages 221-222). He can perform this summoning as a standard action up to three times per day, summoning 1d3 shadows plus an additional shadow for every two shadowsworn levels above 8th level. Once summoned, the shadows obey his mental commands at any range, though they can only communicate with the summoner when they come within 10 feet per shadowsworn level.
- Blind (Su): At 10th-level or higher, a shadowsworn can literally steal a victim's sight, including darkvision and magical vision, as a free action. This requires a successful ranged touch attack or melee touch attack, or this ability can be combined with a normal melee or ranged attack (including a sneak attack).
- Shadow Self (Sp): Upon reaching 14th level, a shadowsworn can call up and control a single copy of himself made from shadow. This shadow self, unlike normal shadows, is corporeal and subject to critical hits. It appears as a duplicate of the shadowsworn, even wearing and carrying duplicates of the controller's gear (except that the shadow self's gear is always nonmagical). A shadowsworn can direct this body to go places he could not safely go himself, and can see and hear everything that the shadow self sees and hears. A shadow self can easily be mistaken for its master; its gait, features, and mannerisms all resemble the shadowsworn's unless they are deliberately distorted by use of the Disguise skill or magic. The shadow self can receive and use additional gear of any kind up to 40 pounds, including magic items.
- Shadow Strike (Sp): At 16th level or higher, a shadowsworn attacking from the shadows can call on the power of darkness to strike down his foes once per day. This black, silent mass of negative energy rolls over a 20-foot-radius area dealing 1d8 points of damage per two caster levels to any creature that fails a Reflex save (DC 10 + half the shadowsworn's caster level + the shadowsworn's Charisma modifier) and half damage to those that do save.
- Shadow Walk (Sp): At 19th level, a shadowsworn gains the ability to shadow walk, as the spell, three times per day.
- Shadeform (Su): Upon reaching 20th level, a shadowsworn can transform himself into a shadow at will, as if using the spell shapechange. Changing form (into a shadow or back again) is a move-equivalent action.
Level
|
Special
|
0th
|
1st
|
2nd
|
3rd
|
4th
|
1st
|
Scribe Scroll; Shadow Magic
|
2
|
-
|
-
|
-
|
-
|
2nd
|
Darkvision +30 feet
|
2
|
0*
|
-
|
-
|
-
|
3rd
|
Sneak Attack +1d6
|
3
|
1
|
-
|
-
|
-
|
4th
|
Shadow Familiar
|
3
|
2
|
-
|
-
|
-
|
5th
|
Bonus Feat
|
4
|
3
|
0*
|
-
|
-
|
6th
|
Sneak Attack +2d6
|
4
|
3
|
1
|
-
|
-
|
7th
|
Darkvision +60 feet
|
5
|
4
|
1
|
-
|
-
|
8th
|
Summon Shadow
|
5
|
4
|
2
|
-
|
-
|
9th
|
Sneak Attack +3d6
|
6
|
5
|
2
|
-
|
-
|
10th
|
Blind; Bonus Feat
|
6
|
5
|
3
|
0*
|
-
|
11th
|
-
|
6
|
6
|
3
|
1
|
-
|
12th
|
Sneak Attack +4d6; Summon Greater Shadow
|
6
|
6
|
4
|
1
|
-
|
13th
|
Darkvision +90 feet
|
6
|
6
|
4
|
2
|
-
|
14th
|
Shadow Self
|
6
|
6
|
5
|
2
|
-
|
15th
|
Sneak Attack +5d6; Bonus Feat
|
6
|
6
|
5
|
3
|
0*
|
16th
|
Shadow Strike
|
6
|
6
|
6
|
3
|
1
|
17th
|
-
|
6
|
6
|
6
|
4
|
2
|
18th
|
Sneak Attack +6d6
|
6
|
6
|
6
|
4
|
3
|
19th
|
Darkvision +120 feet; Shadow Walk
|
6
|
6
|
6
|
5
|
4
|
20th
|
Shadeform; Bonus Feat
|
6
|
6
|
6
|
5
|
5
|
Spells Known
Level | 0th | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|
1st
|
4
|
-
|
-
|
-
|
-
|
2nd
|
5
|
2*
|
-
|
-
|
-
|
3rd
|
5
|
3
|
-
|
-
|
-
|
4th
|
6
|
3
|
-
|
-
|
-
|
5th
|
6
|
4
|
2*
|
-
|
-
|
6th
|
7
|
4
|
2
|
-
|
-
|
7th
|
7
|
5
|
3
|
-
|
-
|
8th
|
8
|
5
|
3
|
-
|
-
|
9th
|
8
|
5
|
4
|
-
|
-
|
10th
|
9
|
5
|
4
|
2*
|
-
|
11th
|
9
|
5
|
5
|
2
|
-
|
12th
|
9
|
5
|
5
|
3
|
-
|
13th
|
9
|
5
|
5
|
3
|
-
|
14th
|
9
|
5
|
5
|
4
|
-
|
15th
|
9
|
5
|
5
|
4
|
2*
|
16th
|
9
|
5
|
5
|
5
|
2
|
17th
|
9
|
5
|
5
|
5
|
3
|
18th
|
9
|
5
|
5
|
5
|
3
|
19th
|
9
|
5
|
5
|
5
|
4
|
20th
|
9
|
5
|
5
|
5
|
4
|
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