Thursday, September 7, 2017

Campaign Design - The Lords of Heaven: Hœnir

Hœnir (Viswa-Nîn)

The Machine Who Makes; The Iron Lord; Celestial Lord of Constructs, Engineers, and Ironborn

Alignment: Lawful Neutral.
Domains: Armor, Artifice, Constructs, Creation, Fabrication, MechanusTime.
Summon Monster: Hœnir's clerics and favored souls can summon axiomatic and ísern-souled creatures using summon monster spells.
Symbol: Three interlocked gears.
Favored Weapon: "The tinkerer's hand" (light hammer).

Hœnir's origins are lost in legend. The celestial lord is a great machine animated by clockwork gears and magical power, so some maintain that Hœnir was crafted - crafted in Wünd's celestial forgers and assembled by means of Füllar's ingenuity. Others dismiss such notions as ludicrous, and instead say that Hœnir is the physical manifestation of the clockwork workings of the universe itself, and predates the existence of all other beings. Those who hold this position claim that Hœnir is the Great Maker who crafted everyone and everything else that exists, or ever existed. On this subject, as he is on all other subjects, Hœnir is silent, for the Iron Lord does not speak.

In tales, Hœnir appears as an iron golem shaped from iron and bronze, with gouts of steam constantly issuing forth from his joints. As with all things about him, Hœnir's exact nature is shrouded in mystery. Some say that he was once a being made from flesh who slowly replaced himself with mechanical parts - citing Heim's silver hands and eyes and Tiwas' golden arm as an example of how this process could have begun. Other quarters hold that Hœnir was always a steam and clockwork creation, and that he has never been a creature of flesh and blood. Still others maintain that beneath Hœnir's metal exterior beats a fragile heart made of muscle and blood. The one thing that all agree on is that not even Woda knows the truth. What is known is that Hœnir is not only a machine himself, he is the creator of new machines, and delights in building new machines, and is constantly fabricating new constructs, new steamwork devices, and new clockwork gadgets in his celestial workshop. Though he does not speak, Hœnir makes, tirelessly crafting an endless stream of creations driven by an enigmatic agenda that none but he knows.

There are few tales that tell what Hœnir did during the War in Heaven. Some say he did not participate directly in the fighting, instead crafting weapons and war machines to aid the Celestial Lords in their struggle, while other stories imply that the Divine Machine fought alongside the Celestial warriors against their demonic foes. The stories all agree that even though Heim's silver hands and eyes and Tiwas' golden arm cam from Wünd's forges, it was Hœnir's skill and ingenuity that made them possible. Many other stories describe mighty engines of divine destruction crafted by his hands that were thrown against the demonic hordes. It is accepted as a matter of faith that the great golem that looms inert over the fortress city of Cær Alrys is Hœnir's creation.

Hœnir is not a particularly popular deity, but his followers are usually ardent in their devotion. He is loved by engineers and craftsmen, finding great favor among gnomes and dwarves. He is regarded as the patron lord of the ironborn, who regard his existence as a harbinger of the inevitability of their own creation. Hœnir's temples often resemble workshops more than places of worship, as his followers are called upon to show their devotion by their own creative industry.

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Wednesday, September 6, 2017

Campaign Design - The Lords of Heaven: Hlín

Hlín (Damara)

Keeper of the Sacred Flame; The Defender of Refuges; Celestial Mistress of Hope, Home, and the Hearth

Alignment: Neutral Good.
Domains: Elysium, Hearth, Home, Hope, Life, Restoration, Solace.
Summon Monster: Hlín's clerics and favored souls can summon celestial and ignan creatures using summon monster spells.
Symbol: A hearth.
Favored Weapon: "The last, best hope" (heavy mace or light mace).

Hlín is the celestial mistress of the hearth who tends the fires of the Great Hall of the Heavens. She is the guardian of homes and the giver of succor to those in need. Though she is not a warrior, when the Lords of Hell swept into the Heavens and overwhelmed Heim's watch, it was Hlín who, in the last desperate hour, barred the doors of the Great Hall to the invaders, holding them off until the Lords of Heaven could rally and drive the infernal forces away.

Hlín is depicted as a small, plain woman who walks with a limp and has hands perpetually covered in ash and soot. She is the patron of wives, of the sure, steady love that comes with time and age. She is, in some ways, the antithesis to the wild and tempestuous Brid. In legend she is often seen as a somewhat taciturn woman but who, when moved to speak, is always a source of sound and compassionate advice. Hlín does not appear in folktales often, but when she does, she is always portrayed as steady, constant, reliable, and loving.

Hlín is a popular celestial, and nearly every home in the Three Worlds has an icon or shrine dedicated to her. Hlín is Wünd's consort, serving as a steady companion to the celestial craftsman. As the kindler of the sacred flame, it is she who lights the fires of the divine forges that her husband labors over. Many smiths pay homage to her hoping their forges will find favor in her eyes and never lose their flame. Hlín offers more than mere physical fire, however, as she is also the bringer of hope, who inspires and ignites the hearts of the faithful.

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Campaign Design - The Lords of Heaven: Aíne

Aíne (Rhiannon)

The Herald of Heaven; Celestial Mistress of Diplomacy, Commerce, and Halflings

Alignment: Neutral Good.
Domains: Commerce, Diplomacy, Eloquence, (Halfling), Herald, Trade, Wealth
Summon Monster: Aíne's clerics and favored souls can summon celestial creatures and either anarchic or axiomatic creatures using summon monster spells.
Symbol: A sparrow feather.
Favored Weapon: "The needle of negotiation" (rapier or smallsword).

Before the War in Heaven, Woda wanted to try to negotiate the return of his kidnapped son Rúadan, and as she was the greatest diplomat in the celestial realm, Aíne volunteered to undertake the task. Woda inscribed magical silver runes on her lips and declared her to be the Herald of Heaven. Aíne went to the infernal realms, but the demon lords foreswore their oaths of safe passage and captured her as well. As she was under a death gæsa pronounced by Füllar that she could only be killed by someone who truly loved her, the demon lords instead bound and gagged her, leaving her in Vaßatar's keeping. During her captivity, Vaßatar tried to sway her to his side, but Aíne resisted all of his attempts. After she was rescued by Caire, Aíne took her revenge upon Vaßatar, deceiving, defeating, and humiliating the trickster demon.

Aíne is a the patron of halflings, as well as the celestial mistress of trade and commerce. Aíne also holds dominion over heralds and diplomacy. As such she is a popular deity among merchants, artisans, and anyone seeking wealth as well as ambassadors and emissaries. Most towns have a merchant square with a shrine dedicated to Aíne, and it is common for those entering into important negotiations to call upon her blessing. Her faith is closely allied to that of Caire, and it is common to find joint temples and shrines dedicated to the two deities.

Aíne is said to have a feathered cloak that allows her to take the shape of a sparrow. In legend, she makes her home in a great wain drawn by two oxen named Fé and Mé.

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Tuesday, September 5, 2017

Campaign Design - Base Classes: Commander

Commander
(adapted from Path of the Sword)

In Enselm, the ironborn are designed to straddle the line between leader and warrior. They learn to inspire as well as fight, they command on the field and off. Though the mages of the Collegium create ironborn for an wide variety of purposes, their first and primary reason for existence is to fight the wizard's battles when needed. But they are not merely to fight, they are serve as the spearpoint of the city's forces. After all, if all the Collegium wanted were obedient foot-soldiers who would do nothing but follow orders, then ordinary constructs would have served that purpose perfectly well. Instead, the arcane engineers of Enselm crafted the ironborn to take the initiative and lead the way. The commander embodies these ironborn virtues.

Abilities: Strength, Constitution, and Charisma are the most important abilities for a commander. Intelligence is useful for learning tactics and strategy; Wisdom aids in quickly evaluating conditions and responding to them. Since commanders tend to be heavily armored and on the front lines, an exceptionally high Dexterity is not required, but anything less than average can be a serious detriment.
Race: Ironborn.
Alignment: Any lawful.
Hit Die: d10.
Luck Die: d4.

Class Skills
  • Skill List: The commander's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (all skills taken individually)(Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Jump (Str), Profession (all skills taken individually)(Wis), Ride (Dex), Sense Motive (Wis), 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 1st Level: (3 + Intelligence modifier) x 4.
  • Skill Points at Each Additional Class Level: 3 + Intelligence modifier.

Class Features
All of the following are class features of the commander:
  • Base Attack Bonus: Good. A commander gains +1 base attack bonus per class level.

  • Fortitude Base Save Bonus: Poor. A commander gains +13 base Fortitude save bonus per class level.

  • Reflex Base Save Bonus: Poor. A commander gains +13 base Reflex save bonus per class level.

  • Will Base Save Bonus: Good. A commander gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • Weapon and Armor Proficiency: Commanders are proficient with all simple and martial weapons, and all armor and shields (including tower shields).

  • Bonus Feat: At 2nd level, 5th level, 8th level, 11th level, 14th level, 17th level, and 20th level, the commander gains a bonus feat. These feats may be any feats from from the fighter bonus feat list except Weapon Specialization, Greater Weapon Focus, or Greater Weapon Specialization.

  • Command (Ex): The commander is a skilled combatant, second only to the fighter in skill and flexibility. He is, however, also capable of inspiring others. The commander may activate his Command ability a number of times per day equal to his Charisma modifier (minimum of once per day). The commander may target a number of allies equal to the number of commander levels that he possesses. For each level of this ability, the commander may choose one of the following benefits to confer upon his allies. He may choose the same benefit more than once, and all command bonuses stack with one another. All affected allies are granted the same bonus - the commander may not choose different bonuses for different allies within the same use of the ability. Using Command is a move-equivalent action. The effect of Command lasts until one of the following happens: (a) the commander loses sight of his allies, (b) the commander becomes unconscious for any reason, (c) the commander issues a new Command, or (d) 1 minute per commander level elapses.

    The possible commands are as follows:

    • Offensive Tactics: Chosen allies gain a +1 command bonus to their attack rolls.
    • Defensive Tactics: Chosen allies gain a +1 command bonus to their Armor Class.
    • Stand Fast: Chosen allies gain a +1 command bonus to their Fortitude saves.
    • Head Up: Chosen allies gain a +1 command bonus to their Reflex saves.
    • Inspiration: Chosen allies gain a +1 command bonus to their Will saves.
    • On the Double: Chosen allies gain a +5 foot command bonus to their movement.
    • Coordinate: Two allies who both threaten the same target are considered to be flanking it, even if they are otherwise not able to do so.
    • First Strike: Chosen allies gain a +2 command bonus to Initiative rolls.
    • Close and Attack: Chosen allies gain a +2 command bonus to Armor Class against Attacks of Opportunity incurred by moving through a threatened area (but not against those incurred for other reasons such as spell casting or using a ranged weapon).

    Command abilities may only be used on allies that the commander can see and who can see and hear him. Only a single commander can aid an individual at one time. Two commanders can aid different individuals in the same area. A commander cannot target himself with these abilities.
Commander
LevelSpecial
1st
Command I
2nd
Bonus Feat
3rd
-
4th
Command II
5th
Bonus Feat
6th
Leadership
7th
-
8th
Bonus Feat, Command III
9th
-
10th
-
11th
Bonus Feat
12th
Command IV
13th
-
14th
Bonus Feat
15th
-
16th
Command V
17th
Bonus Feat
18th
-
19th
-
20th
Bonus Feat, Command VI

Home     Base Classes

General Rules - Sourcebook Abbreviations

A fair amount of the material that appears on this blog is drawn from or adapted from a variety of sourcebook, both "official" ones published by Wizards of the Coast, and "unofficial" supplements published under authority of the Open Game License by various third party publishers. When referencing materials from these sourcebooks, I always try to identify the original source either using the full name of the sourcebook or by using the abbreviations found in the following key:
A&EGArms and Equipment Guide
B&BBow & Blade: A Guidebook to Wood Elves
BDDBlackdirge's Dungeon Denizens
BEA#Bleeding Edge Adventure (#)
BoEMThe Book of Eldritch Might
BoEM2The Book of Eldritch Might II
BoEM3The Book of Eldritch Might III
BoEDThe Book of Exalted Deeds
BoHMThe Book of Hallowed Might
BoIMThe Book of Iron Might
BoRLThe Book of Roguish Luck
BoVDThe Book of Vile Darkness
CAdComplete Adventurer
CArComplete Arcane
CCCreature Collection
CC2Creature Collection II: The Dark Menagerie
CC3Creature Collection III: Savage Bestiary
CDComplete Divine
CGtBThe Complete Guide to Beholders
CGtDThe Complete Guide to Doppelgangers
CGtDragonsThe Complete Guide to Dragons
CGtDrowThe Complete Guide to Drow
CGtWWThe Complete Guide to Werewolves
CHBThe Cavalier's Handbook
CoFPCreatures of Freeport
CoRChampions of Ruin
CoSpCity of Splendors
CSComplete Scoundrel
CWComplete Warrior
D###Dragon Magazine (issue ###)
DCC##Dungeon Crawl Classics (##)
DDThe Divine & the Defeated
DF:CoLDawnforge: Crucible of Legend
DHHDemon Hunter's Handbook
DLDraconic Lore
DLCSDragonLance Campaign Setting
DMDrow Magic: Sorcery of Endless Night
DMagicDragon Magic
DMPIDragon Magic: Power Incarnate
DragonsAEG's Dragons
DungeonsAEG's Dungeons
ECSEberron Campaign Setting
EREternal Rome: Roleplaying in the Age of Gods and Emperors
EvilAEG's Evil
FæriesFæries
F&FFang & Fury: A Guidebook to Vampires
FeatsAEG's Feats
FBFrostburn
FFFiend Folio
FitWFury in the Wastelands: The Orcs of Tellene
FMFey Magic: Dreaming the Reverie
FPTThe Freeport Trilogy
GLGiant Lore
GodsAEG's Gods
H:EAHamunaptra: Egyptian Adventures
H&HHammer & Helm: A Guidebook to Dwarves
HOHollowfaust: The City of Necromancers
LMLibris Mortis: The Book of Undead
MagicAEG's Magic
M:AtSMidnight: Against the Shadow
MMidnight
MMMonster Manual
MM2Monster Manual II
MM3Monster Manual III
MM4Monster Manual IV
MM5Monster Manual V
MoEMagic of Eberron
MosFMonsters of Færûn
MotPManual of the Planes
N:AANyambe: African Adventures
N:BtGNecromancy: Beyond the Grave
NHBThe Noble's Handbook
OAOriental Adventures
OfBOut for Blood
P&PPortals & Planes
PGtCDThe Player's Guide to Clerics and Druids
PGtFBThe Player's Guide to Fighters and Barbarians
PGtRRThe Player's Guide to Rangers and Rogues
PGtWBSThe Player's Guide to Wizards, Bards, and Sorcerers
PHBPlayer's Handbook
PHB2Player's Handbook II
PoFPath of Faith
PoMPath of Magic
PoSPath of Shadow
PotSPath of the Sword
PPThe Penumbral Pentagon
PRPGPathfinder Roleplaying Game
QFThe Quintessential Fighter
RoERaces of Eberron
RoFRaces of Færûn
RRRelics & Rituals
RR2Relics & Rituals II
RR:ERelics & Rituals: Excalibur
SBSpirosBlaak: A Campaign Setting for the d20 System
SCSpell Compendium
SKSerpent Kingdoms
SSSandstorm
S&SSpells & Spellcraft
SFHBThe Seafarer's Handbook
SHBThe Shaman's Handbook
ShamansShamans: Call of the Wild
ShSoShining South
SoESchool of Evocation
SoISchool of Illusion
So&StSorcery & Steam
SWStormwrack
T&BTome & Blood
T:BETestament: Roleplaying in the Biblical Era
TLTwisted Lore
TWPMThieves' World Player's Manual
UHBThe Unholy Warrior's Handbook
UndeadAEG's Undead
VW:SAVigil Watch: Secrets of the Asaatthi
VW:WRVigil Watch: Warrens of the Ratmen
W&RWrath & Rage: A Guidebook to Orcs and Half-Orcs
WarAEG's War
WQWhite Wolf Quarterly
WSWildscape
WHBThe Witch's Handbook
WWThe Wise and the Wicked

These are all of the sourcebooks I have used abbreviations for thus far. As I add new sourcebook material to this blog, I will expand this list whenever I use an abbreviation for new sourcebook.

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Monday, September 4, 2017

House Rules - Shadowsworn Spell List

This is an attempt to create a comprehensive spell list for Shadowsworn that includes all of the spells drawn from the various sourcebooks that I own. 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.

0th Level

Arcane Mark (PHB)
Daze (PHB)
Detect Magic (PHB)
Douse (BoRL)
Flare (PHB)
Ghost Sound (PHB)
Lengthen Shadows (BoRL)
Long Flame (BoEM3)
Minor Ward (BoEM)
Read Magic (PHB)
Shadow Bite (BoRL)
Shadow Blindness (BoRL)
Shadow Knife (BoRL)
Silhouette (BoRL)
Smuggler's Veil (BoRL)
Tongue of Fiends (BoRL)
Quick Boost (BoEM2)

1st Level

Animate Rope (PHB)
Betray the Years (BoEM3)
Cause Fear (PHB)
Chill Touch (PHB)
Compelling Question (BoRL)
Comrade's Trail (BoEM3)
Feather Fall (PHB)
Jump (PHB)
Light Blindness (BoRL)
Mage Armor (PHB)
Mantle of Shadows (S&S)
Minor Lasting Image (BoEM3)
Moonscript (BoRL)
Private Conversation (BoRL)
Ray of Enfeeblement (PHB)
Ray of Exhaustion (PHB)
Recent Occupant (BoEM3)
Rogue's Stab (BoRL)
Shadow Hands (BoRL)
Shadow Purse (BoRL)
Silent Sound (BoRL)
Sleep (PHB)
Trackless (Wind and Broom) (BoRL)

2nd Level

Blindness/Deafness (PHB)
Cat's Grace (PHB)
Cloak of Darkness (BoRL)
Darkness (PHB)
Darkvision (PHB)
Death Knell (PHB)
Energy Lash (BoEM3)
Garris Adon (Seeming of Form) (BoEM3)
Grey Spellbreaker (BoRL)
Knock (PHB)
Mirror Image (PHB)
Misdirection (PHB)
Peerless Camouflage (BoRL)
Scare (PHB)
Shadow Jump (BoRL)
Shieldbreaker (BoRL)
Shrapnel Globe (BoEM3)
Silent Combat (BoRL)
Slither (BoRL)
Step Under My Shadow (BoRL)
Touch of Idiocy (PHB)

3rd Level

Arrow Deflection (BoEM3)
Blink (PHB)
Bone Tattoo (BoEM)
Confusion (PHB)
Deeper Darkness (PHB)
Dispel Magic (PHB)
Displacement (PHB)
Dragonskin (BoEM)
Enter Shadow (BoRL)
Feign Death (BoRL)
Greater Compelling Question (BoEM3)
Haste (PHB)
Nondetection (PHB)
Shadow Bridge (BoRL)
Shadow Sight (S&S)
Silence (PHB)
Slow (PHB)
Suggestion (PHB)
Terror (BoRL)

4th Level

Black Hand (BoRL)
Black Spellbreaker (BoRL)
Circle of Binding (BoEM3)
Enervation (PHB)
Fear (PHB)
Flickering Fate (BoRL)
Freedom of Movement (PHB)
Ghost Weapon (BoRL)
Phantasmal Killer (PHB)
Plane Shift (PHB)
Scrying (PHB)
Shadow Conjuration (PHB)
Slay Illusion (BoEM3)

Home     Class Spell Lists    Base Classes     Shadowsworn

Campaign Design - Base Classes: Shadowsworn

Shadowsworn
(adapted from The Book of Roguish Luck)

Sometimes also called a shadow thief, a shadowsworn is an arcane rogue who sells her soul to the Plane of Shadow, one drop at a time. The commander of powerful shadow magic, he is utterly silent and deadly, able to walk literally under the noses of guards and watchers. Shadowsworn almost invariably go mad or become shades or shadows when their powers grow beyond mortal limits.

Abilities: Dexterity is crucial for a shadowsworn to move quickly and silently. Charisma proves vital for understanding and mastering the workings of arcane shadow magic. Wisdom allows a shadowsworn to resist the corruption of working with shadow magic longer.
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.
Class Features
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 +13 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 +13 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.

    A shadowsworn can only cast a certain number of spells of each spell level per day. A shadowsworn's base daily spell allotment is given below. In addition, a shadowsworn receives bonus spells per day if they have a high Charisma score.

    A shadowsworn need not prepare spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level.

  • 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.

    At 13th level, a shadowsworn's darkvision extends a further 30 feet, to a total of +90 feet.

    Finally, 19th level, a shadowsworn's darkvision reaches its full potential, extending another 30 feet to a total distance of +120 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.

    The shadowsworn’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the shadowsworn flanks her target. This extra damage is 1d6 at 3rd-level, and it increases by 1d6 every three shadowsworn levels thereafter. Should the shadowsworn score a critical hit with a sneak attack, this extra damage is not multiplied.

    Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a sap (blackjack) or an unarmed strike, a shadowsworn can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

    A shadowsworn can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The shadowsworn must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A shadowsworn cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

  • 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.

    The shadowsworn may communicate with his shadow familiar normally starting at 4th-level level rather than 5th-level level as most wizards and sorcerers do. All other abilities are as shown on the familiar table in Chapter Three: Classes of the Player's Handbook for a caster of the shadowsworn's level.

    If his shadow familiar is killed, a shadowsworn no longer casts a shadow normally during daylight. He may only summon another shadow familiar after somehow regaining his normal shadow. A restoration spell can accomplish this, as can the use of the summon shadow ability that the shadowsworn gains at 8th level (see below).

    A multiclassed shadowsworn/wizard or shadowsworn/sorcerer only gains one familiar which must be a shadow familiar if the shadowsworn is eligible for one (any previously obtained familiar becomes a shadow familiar when the shadowsworn reaches 4th level in this class), but may add their caster levels together to determine the abilities of the shadow familiar.

  • 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.

    After a shadowsworn reaches 13th level, he can substitute one greater shadow for every three shadows he would normally summon. Any other creatures summoned at the same time appear as normal shadows.

    This ability is treated like a summon spell cast by a sorcerer of equivalent level. The shadows last for 1 round 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).

    The victim is entitled to a Will saving throw (DC 10 + half the shadowsworn's level + the shadowsworn's Charisma modifier) to resist the blindness. If the save succeeds, the shadowsworn cannot blind the target with any future attempts. If the save fails, the victim is blinded for a number of rounds equal to 1d4 + the shadowsworn's Charisma bonus.

    A shadowsworn may return a creature's stolen sight as a free action.

  • 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.

    The shadow self possesses all the shadowsworn's characteristics except for having half his hit points, a Dexterity score 4 points higher than the shadowsworn's, a Strength score 4 points lower, and a +2 natural armor bonus. The shadow self's base attack bonus is equal to half its controller's base attack bonus and it uses its own Strength and Dexterity modifiers to determine attacks and Armor Class.

    A shadow self is dispersed instantly by exposure to full sunlight, to a daylight spell or the equivalent (any effect that produces bright illumination out to 60 feet or more), or by a dispel magic spell. It is unaffected by attempts to turn undead.

    The shadow self can move any distance from the shadowsworn, but it has a limited lifespan, slowly unraveling whenever it is in partial illumination or full darkness. In an area of twilight or shadowy illumination, it lasts for one week. In daylight under cloudy conditions, or in a place of total darkness, such as an unlit cavern, if fades away within 24 hours.

    A shadowsworn who has already created one shadow self in a week may attempt to create additional duplicates, but each attempt requires a successful Fortitude save (DC 20 + 5 for each additional shadow self beyond the second). If any such save fails, the shadowsworn immediately gains a negative level and cannot create more than one shadow self until the negative level is removed.

  • 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.

    Undead are healed by this negative energy effect, usable only under conditions of shadowy illumination. Creatures standing in total darkness or full sunlight (or within the radius of a daylight spell) are immune to this effect. Creatures within the radius of a continual flame or deeper darkness spell (or similarly powerful illumination or darkness magic) gain a +4 bonus on the save. This ability is the equivalent of a 3rd-level spell.

  • 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.
Shadowsworn

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
*Charisma bonus spells only. If no bonus, no spells are gained at this level.

Spells Known
Level0th1st2nd3rd4th
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
*If the shadowsworn has a high enough Charisma to gain bonus spells of this level

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