New Prestige Class: The Shadow Master (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Ultima0071

07-31-07, 09:21 PM
This is my first "official" prestige class so I don't expect it to be perfect :doh:


Shadow Master

http://i187.photobucket.com/albums/x212/ultima0071/shadowwarrior.jpg

“I tugged at their shadows and pulled until they were no more.”
-Roy, a Shadow Master

The Shadow Master is incredibly skilled in controlling and manipulating the shadows. A Shadow Master is one who has experienced the world of shadows and has survived the horrors of this foul plane.
Shadow Masters are considered monsters, like wizards and sorcerers, in most civilizations. Elves usually favor this class in particular more than others. This class has never been seen to agree with, so far, the Orc and Half-Orc race.
Hit Die: d10

Requirements
To qualify to become a Shadow Master, a character must fulfill the following criteria.
Alignment: Any Evil
Special: Must have somehow gotten to the Plane of Shadow and survived there without loosing more than half of his/her hit point for a week (168 hours).

The Shadow Master (This table got messed up :( )


Level BaB Fort Ref Will Special

1st +0 +2 +0 +2 Shadow Puppetry, Natural Armor Increase (+1)
2nd +1 +3 +0 +3 Shadowvision 60 ft.
3rd +2 +3 +1 +3 Shadow Destruction, Natural Armor Increase (+2)
4th +3 +4 +1 +4 Infuse Shadows
5th +3 +4 +1 +4 Advanced Puppetry, Natural Armor Increase (+3)
6th +4 +5 +2 +5 Shadowvision 90 ft.
7th +5 +5 +2 +5 Natural Armor Increase (+4)
8th +6/+1 +6 +2 +6 Infuse Shadows (Greater)
9th +6/+1 +6 +3 +6 Natural Armor Increase (+5)
10th +7/+2 +7 +3 +7 Master Puppetry, Dark Void, Shadow Transformation


Class Features
All of the following are class features of the shadow master prestige class.

Weapon and Armor Proficiency: Shadow Masters gain proficiency with the greatsword.

Shadow Puppetry (Ex): A Shadow Master uses his/her powers to control and manipulate the shadows of others. By swaying his/her hand they can move others shadows around, read the shadow’s attacks, and even attack with the shadow. This ability can be used up to 10 feet away from the shadow.

Move Shadow (Ex): By swaying one of his/her hands in a circular motion, the closest shadow to the Shadow Master’s shadow is able to move freely in any direction at the rate of 10 feet per round. Once the shadow is 100 feet away from its possessor (owner), the shadow disappears causing its owner 3d10 damage. At 5th level the shadow’s speed increases to 20 feet and at 10th level it grows even faster to the rate of 35 feet per round.

Attack Shadow (Ex): By violently shaking one of her hands, a Shadow Master can force a person’s shadow to attack them. The attacked person must make a Will save or take a d8 of damage. The DC of this save is 13. At 5th level, this attack grows to a d10 of damage and at 10th level it grows to a d12.

Upon reaching the 5th level, a Shadow Master strengthens his/her bond to the shadows thus giving them a greater control over them. With his/her advanced powers, he/she can control shadows from up to 25 feet away and can manipulate shadows to a greater extent.

Upon reaching the 10th level, a Shadow Master learns her purpose in life and gains incredible power over the shadows. With their new skills, a Shadow Master can control shadows up to 50 feet away and can manipulate shadows to an even greater extent.

Natural Armor Increase (Ex): At 1st, 3rd, 5th, 7th, and 9th level, a Shadow Master’s body fades away giving them an increased avoidably.

Shadowvision (Ex): At 2nd level a shadow master gains the ability to infuse some of his "shadow powers" into his eyes; giving him the ability to see 60 ft. into the darkness. At 6th level a shadow master further enhances her abilities and is able to see 90 feet into the darkness.

Shadow Destruction (Ex): At 3rd level, a Shadow Master gains the ability to crush a shadow’s willpower thus destroying it. This attack, if successful, deals 3d6 slashing damage to the shadow’s keeper. The Shadow Master rolls a d20. This attack hits if the result is 10 or lower.

Infuse Shadows (Su): At 4th and 8th level a Shadow Master gains the ability to infuse some of his/her shadow into his greatsword. To infuse her shadows a shadow master must go into a meditation lasting 24 hours, no more no less. Halfway through the meditation a shadow master looses 1 hit point. This hit point cannot be restored in any way including Wish or Miracle.

With her new powers a shadow master can infuse her shadows into her blade. This ritual requires 4 hit points of sacrifice. These hit points cannot be restored in any way. This ritual grants her blade an extra d10 of slashing damage.

Dark Void (Ex): Upon reaching 10th level a Shadow Master’s mastery of the shadows is at its max thus giving her the ability to summon a Dark Void. This void lasts for exactly 5 minutes and can only be used once a day.

Any shadows within 100 feet (except for the shadow master’s) are dragged into this miniature black hole. This deals 5d10 slashing damage to all of the shadows’ masters.

Shadow Transformation (Ex): Upon reaching 10th level a Shadow Master separates from her shadow and starts undergoing a transformation into a full fledged Shadow Devout. The shadow master looses half her hit points. These can only be restored by natural restoration. She gains 1 hit point every 1-second that she is in a non-interrupted meditation. If the meditation is interrupted she looses all her gained hit points and must start once again.
Ultima0071

07-31-07, 09:22 PM
Iv'e just made the epic progression for this class. I accept to edit this a TON.

Master of Shadows (Epic Shadow Master)

http://i187.photobucket.com/albums/x212/ultima0071/ShadowWarrior4.jpg


“To destroy a soul is as simple as living.”
-Roy, an Epic Shadow Master

Very few Shadow Masters continue their studies after 10th level. The few who do start changing in weird ways such as loosing their material form. This transformation eventually turns the Shadow Master into something much greater than the average humanoid can comprehend.
Hit Die: d10

Requirements
To qualify to become a Shadow Master, a character must fulfill the following criteria.

Special: Must have gained 10 or more levels in the Shadow Master Class.

The Epic Shadow Master
Level Special

11th Natural Armor Increase (+6)
13th Shadow Spells (Minor)
15th Natural Armor Increase (+7)
17th Shadow Spells (Greater)
19th Natural Armor Increase (+8)
20th Circle of Complete Darkness, Shadow Devout


Class Features
All of the following are class features of the epic shadow master prestige class.

Natural Armor Increase (Ex): At 11th level and every two levels after that an epic shadow master grows feint giving her a higher natural armor class.

Shadow Spells (Ex): At 13th level an epic shadow master gains the ability to change her shadow powers into magic. She automatically gains all the minor shadow spells. These spells can be used instantaneously and do not require any prepping.

At 15th level an epic shadow holds a tighter grasp on her shadow powers thus giving her more powerful spells.

Circle of Complete Darkness (Ex): At 20th level an Epic Shadow Master gains the ability to draw a circle of doom. This circle can be drawn with any material and does not need to be visible to be effective. Anyone within this circle, except for the Shadow Master, looses half her total Hit Points and becomes blinded for 1d6 rounds.

This attack can only be used once a year and takes away 5 permanent Hit Points from the Epic Shadow Master.

Shadow Devout (Su): At 20th level an Epic Shadow Master acquires realizes her full potential and unleashes it in a new form of existence. She automatically gains the Shadow Devout type and looses all other types.

A Shadow Devout can travel to and from the shadow plane at will. To travel from the material plane to the shadow plane takes about 18 seconds. Even so, it takes about 30 seconds to return to the material plane from the shadow plane. In the shadow plane a Shadow Devout gains a +3 on all attack and damage rolls.

Shadow Devout Type

Features:
—12-sided Hit Dice.
—Base attack bonus equal to total Hit Dice.
—Good Fortitude, Reflex, and Will saves.

Traits:
—A Shadow Devout can see the same distance into the darkness as she can see in the sunlight.
—A Shadow Devout is not affected by the spells Raise Dead, Reincarnate, and Resurrection.
—Shadow Devouts breathe, but do not need to eat or sleep.

Special:
—If a Shadow Master’s hit points are below half her max, she regains them at 1 hit point per turn until she is at half health.
—A Shadow Devout can go into a 60 second meditation. This meditation restores half of the Shadow Figure’s total hit points. If this meditation is interrupted she takes 20 hit points of non-lethal damage.



Shadow Spells

A shadow master uses “shadow points” to determine how many spells she can cast. To determine the number of shadow points a shadow master has, use the formula below.

Shadow Points = Constitution x Level of Shadow Master

Example: SP = 13 x 20 = 260

Shadow points restore themselves in a very unusual manor. For every 6 seconds you are in the shadow plane, you automatically recover 2 of the shadow points you have used.

Minor Spells

Shadow Ball
Cost: 30 Shadow Points
Damage: 3d10
Type: Ranged Touch Attack
Effect: Opponent is stunned for 1 round

Shadow Wall
Cost: 50 Shadow Points
Type: Defensive
Effect: A huge wall made up of the shadows. It measures 50 feet wide and 50 feet tall. Anything that touches this wall takes 2d10 damage.

Shadow Armor
Cost: 200 Shadow Points
Type: Defensive
Effect: A piece of armor that was formed on the shadow plane. This armor weighs very little and gives a +5 to AC. This armor can only be destroyed by Wish or a healing spell.

Major Spells

Shadow Ball (Major)
Cost: 50 Shadow Points
Damage: 5d10
Type: Ranged Touch Attack
Effect: Opponent is stunned for 2 rounds

Shadow Wall (Major)
Cost: 100 Shadow Points
Type: Defensive
Effect: A huge wall made up of the shadows. It measures 100 feet wide and 100 feet tall. Anything that touches this wall takes 3d10 damage.

Shadow Dart
Cost: 70 Shadow Points
Damage: 1d10 per 2 levels in Shadow Master
Type: Ranged Touch Attack
Effect: Opponent is poisoned. She takes 1d4 damage every 12 seconds until she is below half her life.

Gift of the Shadows
Cost: 325 Shadow Points
Type: Wish
Effect: See wish.
TheDarkPrince

07-31-07, 09:50 PM
What good is the first ability? Flavor wise its ok, but what does it actually do?

And 100% accuracy? Shadow anything usually is less substantial (like shadow spells), so maybe make it a touch attack, and give it a save. If the target makes the save, the shadow (because of its insubstantial nature) deals only 50% of the damage rolled.
Ultima0071

08-04-07, 05:04 PM
Edited.
Niilo

08-04-07, 07:54 PM
What about Shadowsight instead of Darkvision? Fits the theme, I'd say.

Perhaps you can also mention the kind of action it takes to use an ability. Of course, some are straight forward, but it doesn't hurt to specifically mention them to make things clear.
Realms of Chaos

08-06-07, 11:34 AM
I'd change it to gain 1 hp per round (which consists of 6 seconds)

Otherwise, you are giving them fast healing 6.
Ultima0071

08-06-07, 09:17 PM
What about Shadowsight instead of Darkvision? Fits the theme, I'd say.

Perhaps you can also mention the kind of action it takes to use an ability. Of course, some are straight forward, but it doesn't hurt to specifically mention them to make things clear.

Ok thanks, I'll change it :P
Ultima0071

08-06-07, 09:18 PM
I'd change it to gain 1 hp per round (which consists of 6 seconds)

Otherwise, you are giving them fast healing 6.

If you read it is regeneration FROM loosing the hp. You don't even have to been in a dungeon or adventure to complete this ritual.
Niilo

08-06-07, 09:25 PM
Ok thanks, I'll change it :P
I should've mentioned what Shadowsight is, I guess. ;)

It's a superior form of darkvision, which allows the character to through any form of normal or magical darkness without hindrance (60-foot range). It's in Unapproachable East, page 36.
Ultima0071

08-06-07, 09:35 PM
It's ok, i'm fine with the darkvision. Shadowvision (in my character) is simply darkvision with added flavor. Also, check out my epic progression. It needs lots of work:weep:
Ultima0071

08-06-07, 10:20 PM
Added epic level progression. PEACH (Help fix things)
Ultima0071

08-07-07, 10:35 PM
Anyone?
Daren

08-07-07, 11:09 PM
:P that is so cool,:confused: but what is on the plane of shadows and how do i stay, or get there:confused: . but I would love to become a shadow master if you could tell me in more detail how. that would be geat.:D
Daren

08-07-07, 11:13 PM
[QUOTE=Daren;13342381]:P that is so cool,:confused: but what is on the plane of shadows and how do i stay, or get there:confused: . but I would love to become a shadow master if you could tell me in more detail how. that would be geat.:D
Ultima0071

08-08-07, 10:21 PM
Either talk to your DM about it or refer to the DMG for more on the Shadow Plane. It is interligned with the Material Plane so it isn't TOO hard to get there.
Realms of Chaos

08-09-07, 10:13 AM
Shadow Transformation (Ex): Upon reaching 10th level a Shadow Master separates from her shadow and starts undergoing a transformation into a full fledged Shadow Devout. The shadow master looses half her hit points. These can only be restored by natural restoration. She gains 1 hit point every 1-second that she is in a non-interrupted meditation. If the meditation is interrupted she looses all her gained hit points and must start once again.

What I meant was, change the bolded part to something like fast healing 6 while meditating.

If you want it so that it can be interrupted midway through a round and have less healing, it gets overly complicated, as each player takes their actions simultaneously. Your opponent does not take their action one second after you just because you are one initiative place higher than him.
captianhowdy

08-09-07, 12:42 PM
This looks like a cool class. And btw, whats that picture from, for the Epic Shadow Master?
Chaos90

08-09-07, 03:12 PM
Hey this is a pretty cool class, but there are somethings a bit off with it.

1. I think the prc needs some more stringent prerequisites. As it stands now, pretty much any class can get into it without much effort(as long as there was a cleric:D ). Maybe you can add a skill requirement(like maybe knowledge(the planes) 4 ranks or something), and a base attack bonus of 3 or 4, and make them be required to have the feat endurance or faster healing. Maybe I'm just missing something, I don't know, but those seems ok suggestions to me.

2. At first the d10 hit die combined with the medium BAB seemed wierd, but since the class takes hp penalties I guess its fine. Also, the epic progression could use some epic bonus feats, maybe every 3 levels starting at 12th.

3. And finally, I'm confused with the greatsword proficiency, because it only has to do with one of the abilities but could theoretically still work fine with any other weapon(maybe you could make the ability rely on a slashing weapon if you wanted a focus). I'm probably missing somthing here, but I'm putting it out anyway:D

Anyways, again a cool prc and I hope it turns out well.
Ultima0071

09-12-07, 08:04 PM
Bump
teamfireyleader

11-21-07, 12:02 PM
This is hard to do but could you remove the shadow crush and dark void ability's and add mystery progression (tome of magic [great book but everyone else hates it:weep: In shadow and pact magic it is better than book of exalted deeds and expanded psionics, not combined, but truenamer sucks]) or add certain mysteries such as (3rd level 3/day su 6th level spell 2/day sp 10th 1/day spell)
3rd level Clinging darkness; reflex negates otherwise imobilised for 1min/shadow master level. New reflex each round. 20ft radius with "close" range
6th langour; target 1 (as hold monster)or 1 per shadow master level (for mass slow. range close
10th Consume essence; touch, death effect, 1 creature, instantainius then 1 round per level will negates, or die then if failed the saving throw and died, transformed into a dark creature for 1 round per level under shadow master's control.
Dark creature (template) outside shadow plane extraplanar, or normal otherwise, speed +10 ft, darkvision 60ft, hide in plain site, resist cold 10,sup low light vision hide + 8 movesilently + 6, enviro plane of shadow, cr, alignment one step closer to neutrality rarly good, LA + 1. sorry it's so long.
edit:also hd6