SHADOW NEFARITE: a dynamic, roguish and fiendish PrC using (new) Shadow Magic (PEACH) [Archive] - Wizards Community

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LordArchaon

04-11-07, 11:02 PM
SHADOW NEFARITE
http://img530.imageshack.us/img530/146/shadownefarite2bw4.png

"We are students of ancient and noble arts. Sightings of demons and scary shadows don't bother us and we don't know anything about these shadow nefarites. Go away and leave us alone."
- Kyaus Nakane "Smoking Glare", shadow nefarite of the Hidden Moon sect.

Shadow nefarites may be very different from each other and may come from very different backgrounds.
What they have in common is that they are mysteriously touched by demonic energies (or have become so during their advancement), they study the gloomy ways of Shadow Magic and they are capable stalkers, spies, assassins or generally speaking "rogues", who take advantage from their supernatural powers to accomplish their secretive deeds.
They nearly always work alone and are very individualistic, but nevertheless belong to sects or "dojos" (if you play in an oriental-style setting, from which the original version of this converted and modified PrC is, see the "Way of the Ninja" book and look for the "Shosuro Tejina" PrC).
These sects may have dark and evil purposes or maybe even constitute a rare group of secret vigilantes that use their dark powers for good causes. In general, the first purpose of every sect is to teach the ways of Shadow Magic and the various secrets of the shadow nefarites to the most promising and willing adepts.
All in all, shadow nefarites are scary and even if sometimes they may even be heroes, they more often act like the dark demons that inhabit their souls.


BECOMING A SHADOW NEFARITE
Shadow nefarites are a diversified lot. Their chaotic nature makes them receive different benefits depending on what they were before becoming shadow nefarites.
In particular, there are four known "ways" that the shadow nefarite's powers offer and they are the Stalker's Way that is accessible if the shadow nefarite had level in the ninja class, the Ascetic Way available to the ones who had levels in the monk class, the Rogue's Way available to anyone who had enough rogue levels or has the ability to deal considerable damage with a sneak attack and finally the Warrior's Way which is exclusive to martial characters who had some experience with the Shadow Hand discipline, which is remarkably tied to shadow magic.
Another peculiarity of the shadow nefarite's powers is the way they learn shadow magic. If they didn't have experience in shadowcasting before entering the prestige class, they still learn shadow magic, but will rely upon different abilities to cast their mysteries and while they will never learn the most powerful mysteries (shadow magic spells), they will be eventually able to cast them more times. On the other hand, if the shadow nefarite previously had some shadowcasting experience, which means levels in the shadowcaster or shadow warrior (http://boards1.wizards.com/showthread.php?t=799350) classes, she will be able to learn the most powerful mysteries available to shadow nefarites.
It is important to note that most shadow nefarites that didn't have shadowcasting experience still had some eldritch ties to magic by the means of the Abyssal Heritor feat named Keeper of Forbidden Knowledge. This strange feat could represent an inborn peculiarity of the character or the touch of demonic knowledge acquired while studying the ancient tomes that describe the ways of shadow nefarites.
Monks who become shadow nefarites often take the Ordered Chaos feat in order to stay of lawful alignment in spite of the chaotic influences of the abyssal heritor feats gained during the advancement in the shadow nefarite prestige class. These individuals often have levels of shadowcaster and usually become the grand masters of the sects, due to their lawful alignment and their superior focus and motivation.
In conclusion, shadow nefarites may be ninjas, monks, rogues or even swordsages with the Keeper of Forbidden Knowledge feat, or some levels of shadowcaster or simply be shadow warriors (http://boards1.wizards.com/showthread.php?t=799350), which is the most simple and balanced way to become shadow nefarites. Less common background include some levels in the lurk or spellthief classes or even stranger combinations. Consider that having levels in more than one class that give access to different shadow nefarite's ways may slow the advancement, but could also make for a very flexible and unique character, since it is possible to take different shadow nefarite's ways during the advancement.

Entry Requirements:
Alignment: Not Lawful Good, not Neutral Good.
Base Attack Bonus: +4.
Skills: Hide 9 ranks, Move Silently 9 ranks.
Feats: any Abyssal Heritor feat. (Keeper of Forbidden Lore may help satisfy other requirements).

The two different choices below may lead to different spellcasting progressions and caster level acquirement or advancement.
Shadowcasting: Ability to cast 1st level mysteries, OR
Skills: Knowledge(the planes) 6 ranks, Spellcraft 6 ranks.

Depending on which or how many of the following requirements are fulfilled, you may choose different class features.
STALKER'S WAY - Special: Ghost Step class feature, AND/OR
ASCETIC WAY - Feats: Ordered Chaos and Stunning Fist, AND/OR
ROGUE WAY - Special: +3d6 Sneak Attack, AND/OR
ARTIST'S WAY- Feats: Chord of Distraction and Subsonics, AND/OR
LURK'S WAY - Special: Lurk Augment (Deceptive Strike), AND/OR
MARTIAL WAY - Martial Maneuvers: Must know the Assassin's Stance and two Shadow Hand maneuvers of at least 2nd level, AND/OR...
SAMURAI'S WAY - Special: Path of the Samurai (Wind) (http://boards1.wizards.com/showthread.php?t=722563) class feature, AND/OR
ASSASSIN'S WAY - Special: Throw Dagger (Standard) (http://boards1.wizards.com/showpost.php?p=12148554&postcount=4) class feature, AND/OR
ENGETSU WAY - Special: Lunar Strike +2d6 (http://boards1.wizards.com/showthread.php?t=670865) class feature.


CLASS FEATURES
The class may give different class features depending on your previous classes, eventually leading to choices among different features. It also give random feats that at some point may change the alignment of the character, making it chaotic. Read carefully.


Table 1: The Shadow Nefarite Hit Die: 1d6

Lv BAB Fort. Ref. Will Special
1st +0 +0 +2 +2 Abyssal Ways (Twilight), SA/SS +1d6
2nd +1 +0 +3 +3 Black Code
3rd +2 +1 +3 +3 Shadow Demon Skin 1/day
4th +3 +1 +4 +4 SA/SS +2d6
5th +3 +1 +4 +4 Chaotic Spell Recall, Abyssal Ways (Darkness)
6th +4 +2 +5 +5 Shadows and Air
7th +5 +2 +5 +5 SA/SS +3d6
8th +6 +2 +6 +6 Shadow Demon Skin 3/day
9th +6 +3 +6 +6 Abyssal Heritor feat
10th +7 +3 +7 +7 SA/SS +4d6, Abyssal Ways (Shadow)


Table 2: Mysteries known.

Lv Mysteries known and type of casting
1st 3 Fundamentals
2nd +1 level of shadowcaster
3rd +1 level of shadowcaster
4th +1 level of shadowcaster
5th +1 level of shadowcaster
6th +1 level of shadowcaster
7th +1 level of shadowcaster
8th +1 level of shadowcaster
9th +1 level of shadowcaster
10th +1 level of shadowcaster


Class Skills (4+int modifier per level): Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Jump, Listen, Move Silently, Open Lock, Perform (Kuji-Kiri), Profession, Search, Spellcraft, Spot, Tumble, Use Rope.

Weapons and Armor Proficiencies: You gain no new weapon, armor or shield proficencies.

Mysteries and Paths: You do not cast spells as other classes do, but instead invoke mystical secrets called mysteries.
If you didn't have levels in other mystery-using (shadowcasting) classes before, you gain access to the shadow nefarite list (table 3, below), each class level counts as caster level, and you learn mysteries and fundamentals at the same rate a shadowcaster does (excluding the first 3 Fundamentals, that you gain separately at first level), but may choose them only from the shadow nefarite list.
Instead, if you had levels in other shadowcasting classes, the first level of shadow neafrite doesn't count as caster level; you maintain access to the mysteries of those classes, but will have to follow the rules described in the Black Code (see above).
For the reasons explained in the Tome of Magic book, if you haven't access to other mystery lists, at 9th and 10th level you will only be able to re-learn other mysteries, gaining more uses, because you will not have enough 4th level mysteries to learn one of the next level and so on.

In order to cast a mystery from the Shadow Nefarite's list you must have a Wisdom (or Intelligence if you had levels in the shadowcaster class) score of 10+the mystery's level. The save DC for your mysteries equals 10+the mystery's level+your Cha modifier.

Table 3: The Shadow Nefarite's mysteries and paths

Full List (http://boards1.wizards.com/showpost.php?p=11250244&postcount=1)
FUNDAMENTAL MYSTERIES:

Dark Sleep
Transmutation (Shadow)
SAVE: Fortitude. (Just to make it different... And less powerful against warrior-types)
RANGE: Close
TARGET: One creature (creatures immune to magical sleep are not immune to Dark Sleep)
DURATION: 1 round/level

Shadows infiltrate the creature's brain, making them sleep briefly or for a longer time, depending on their strength.

As Sleep with the above and following exceptions:
Affected creature HDs are 1 per caster level (up to 10).
A successful save makes the creature "sleep awake" for 1 round: the creature will attack you with the best attack options available (spell-users may try to blast you with attack spells), pinpointing you even if you were hidden, since its hyper-conscious level lets it locate the origin of the strange power that affected its mind. After that round the creature will act normally and will have a chance to learn your position with a +5 bonus to the related skill check.
A failed save makes the creature sleep as normal for the spell, with the exception of the limited duration of the effect.
Note that creatures with more HDs than the limit are completely unaffected, they don't even "sleep awake" for 1 round if they succeed or fail the save.Kuji-Kiri
Enchantment (Compulsion) [Mind-affecting]
CASTING TIME: 1 swift action
DURATION: Concentration + 1 round/half caster levels (see text)
RANGE: Close
TARGET: One humanoid or animal.
SAVE: Will
SR: No

Your glare and movements feed a hypnotic shadow in your target's mind so that it could spend hours just looking at you.

You must concentrate on this fundamental with a full-round action, using a special Perform (Kuji-Kiri) check instead of the Concentration check. During this performance you are only able to make a 5 ft. (1,5 m) step each round, as normal.
Note that the magical art of Kuji-Kiri is very difficult and just to keep active the "concentration", you must succeed a DC 20 Perform (Kuji-Kiri) check. Every concentration-related check to mantain concentration in adverse conditions has its DC higher by 5 points.
If the target fails the save against this fundamental, it can't perform any action for the duration, and it doesn't have a second chance of saving against the effect untill some loud noise disturbs the area, in which case the target is allowed a second saving throw. If someone breaks up the caster's concentration, the caster goes out of range, or the target gets any damage, the effect ends immediately.
Note that after you end your concentration, the creature you had targeted will be able to act normally, but will not remember anything of what happenned for a number of rounds equal to half your caster level.Reflection of Memory
Illusion (Glamer)
DURATION: 10 minutes
RANGE: Personal
TARGET: You

You may let someone perceive you as another person, as your connection to shadows makes you appear different.

As Disguise Self, but affects only one target at a time.Silent Soul
Transmutation
CASTING TIME: 1 swift action
DURATION: 1 round
RANGE: Personal
SAVE: Will (harmless)
SR: Yes (harmless)

A chaotic conduit between you and the shadows comes into being into your soul, making your mysteries more deadly when you cast them to opponents that you could easily back-stab.

You cast this fundamental with a swift action. The next mystery you cast in that round has its DC raised by 1 plus 1 every 5 caster levels (maximum of 3 at caster level 10) if the target is flat-footed or unaware that it is the target of the mystery.
Silent Soul can only enhance mysteries of one spell level (beginning from level 0) for every two caster levels, up to a maximum of seventh level mysteries at caster level 15.Silent Sound
Transmutation (Shadow)
DURATION: 10 minutes/level
RANGE: Touch
SAVE: Fortitude (object, harmless)
SR: Yes (harmless)

You cover the object in a thin layer of shadows, making it completely noiseless.

The touched objects will emit no sound for the duration of the mystery (spell). Not even if it collides with other non-enchanted objects.
If you cast this fundamental on your boots, you gain a +2 circumstance bonus on move silently.
APPRENTICE PATH MYSTERIES:

Rushing Eclipse

Whispers of Nothingness
Illusion (Glamer)
DURATION: 1 minute/level
RANGE: Personal

When you move, the shadows around you seem to flow following your movements, allowing you to become even less noticeable.

You can move up to normal speed with no penalties to Hide and Move Silently checks. You can run or charge with only a -10 penalty to Hide and Move Silently checks, instead of -20.
In addition, this mystery increases your base land speed by 10 ft. (treated as an enhancement bonus).Jealous Fury of Ededei (Blinding Darkness)
Evocation [Light, Darkness] (Shadow)
DURATION: 1 round/level (up to 10)
RANGE: Medium
AREA: 9m(30ft) radius emanation
SAVE: Reflexes, see text

You control the light and shadows of the area making it very bright for an instant and very dark an instant later

A bright flash makes all creatures in the area Dazzled for 1 round. Then the area is obscured, reducing any vision by 75%. Creatures that fail the save are treated as Blinded for the duration of the effect, excluding the first round in which they were Dazzled.
The mystery doesn't function if a light spell of 2nd level or higher is active in the area.Shadow Twin
Illusion (Phantasm)
DURATION: 1 minute/level
RANGE: 1,5m(5ft)
EFFECT: One shadow double

You create a perfect double of yourself with shadows. While it's only an image, your opponents cannot know who of the two is the real one.

Your first attack each round gains a circumstance bonus equal to 1 + 1 every 5 caster levels (up to 3 without Shadowcaster levels or 5 at 20th level, with Shadowcaster levels and Practiced Spellcaster) as your opponents try to defend themselves from both you and your double.
All attacks directed on you the round you cast the mystery are made as if you had total concealment (50% miss chance). The round after, your opponents know which of the two is the real one and can attack you without penalties.
You can swap your position with that of the Shadow Twin once per caster level with an immediate action. This allows you to to do an additional 1,5m step even out of your turn (since you and the Shadow Twin are always at that distance one from the other) and also reactivates total concealment for that round. Additionaly, if engaged in melee combat, the 1,5m step may take you out of range and effectively negate all the attacks.
When you swapped position with your Shadow Twin all the available times, the mystery ends.
Dim Edges

Darken The Veil of Sleep
Transmutation (Shadow)
DURATION: 10 minutes/level (originally 1 hour)
RANGE: Touch
SAVE: Fortitude, see text
SR: Yes

By evoking a small portion of shadow inside the brain of a sleeping creature, you make its sleep nearly-comatose for some time.

If the touched creature failed the saving throw, it's not going to wake up, regardless of noise for the duration of the mystery (spell). Any damage will wake up the creature.
Note that the mystery also affects creatures that are "sleeping awake" because of a Dark Sleep effect.
A successful saving throw makes the creature wake up the next round, regardless of any previous sleep effect, or before if the previous sleep effect had already finished.Fierce Shuriken
Transmutation (Shadow)
DURATION: 1 minute/level
TARGET: Up to 1 thrown or proyectile weapon per 2 caster levels (minimum of 1)

You infuse your shurikens or similar weapons with the power of Shadow.

The affected thrown weapons are treated as being made of Shadowstriking metal (they automatically pass any damage reduction) for the duration of the spell. Additionally, sneak attacks or any other precision damage inflicted with these weapons, applies even beyond 9 meters (30 feet).Edge of Nothing (or Edge of Pure Shadow)
Transmutation (Shadow)
DURATION: 1 round/half caster level (minimum of 1)
TARGET: A weapon

You perfect your weapon, by converting all the flawed parts of it to pure shadows, rendering its edges incredibly sharp.

The critical range of the weapon is increased by 1 point + 1 every 10 caster levels (up to 2 with no Shadowcaster levels or 3 at 20th level, with Shadowcaster levels and Practiced Spellcaster). This effects stacks with any other feat or magical weapon that increases critical range.
Additionally, if rolling to confirm a critical hit you roll another critical, your critical multiplier is increased by one.
INITIATE PATH MYSTERIES:

Shadow Dragon

Shadow Brother
Conjuration (Shadow)
DURATION: 1 round/level
RANGE: Up to 15m (50ft)

You conjure a real double of yourself: a true brother of shadows.

As Shadow Twin with the above and following exceptions:
Your double is now more than an image and has half your hit points, half your skill ranks, your AC, your BAB with a -5 penalty, but cannot cast any spells, powers or mysteries you know. Its equipment is the same of yours, but magical weapons loose any enhancement (although are still considered magical in order to bypass any damage reduction) and magical objects that produce any spell effect, (such as scrolls, wands, rings and others) can't be used by the Shadow Brother at all.
You can control it with a free action for as long as it remains within range.Goju's Embrace
Conjuration
DURATION: 1 minute/level
RANGE: Personal

You create a shadowy conduit between you and the powers of dark creatures of the abyss.

The bonuses granted by your Abyssal Heritor feats, and every class feature that depends on the number of Abyssal Heritor feats you have, are calculated as if you had an additional number of them equal to half your caster level.
Note that in the case of the Chaotic Spell Recall feat, to avoid loopholes, the extra spell recalls gained by the menas of Goju's Embrace can't be used to cast Goju's Embrace again.
Additionally, you gain Fast Healing 1 in shadowy areas, and your Darkvision (if you have it) can now pierce magical darkness.Shroud of The Shadow Dragon
Transmutation (Shadow)
DURATION: Permanent
RANGE: Touch or Personal
TARGET: One creature touched or You
SAVE: Will negates, See text

You can unleash the power of the mythical Shadow Dragon. You can use it to condemn your foes to live in a form of shadow or to disappear completely when the secrets you carry or your own life are in extreme danger.

If the touched creature fails the save it permanently becomes a Shadow Elemental of its size and will never harm (nor help) the caster. Only Wish, Miracle or Shroud of the Shadow Dragon casted again by the same caster can restore it to its original form.
If the character uses this mystery on itself it has a special effect. He temporary stops to exist by "de-materializing" and becoming an indistinct part of the Shadow Plane. In this case, a Will save allows the effect, and the character fades to an indistinct shadow and then to nothing, reappearing in the same place after a chosen amount of time, from a minimum of 1 hour up to a number of days equal to her caster level. If the character fails the save, he will be permanently polymorphed (see the polymorph subschool description) into a Shadow Elemental of its size. In this case, only Wish, Miracle or Shroud of the Shadow Dragon casted by another Shadow Demon may restore the caster's original form.

The Black Code: Those who enter the order of the Shadow Nefarites already knowing the ways of shadow magic must learn at least one mystery every two levels from the Shadow Nefarite list below (table 3, above).
Those who don't respect this rule instantly become Ex Shadow Nefarites (see below).

Abyssal Ways: Shadow nefarites develop a strong link with the abyssal plane and mysterious shadow entities that dwell there. This link gifts the character with different powers depending on what previous training or trainings he/she had.
If the character qualifies for more than one Abyssal Way, he must choose which way to follow at first (to determine if he/she gets Sneak Attack, Sudden Strike or other class features in place of them) but may choose a different benefit at 5th and 10th level (a benefit from a different "way").

STALKER'S WAYVery defensive, with empowered Ki dodge, and extra spellcasting.Twilight: Your levels in shadow nefarite stack with your ninja levels for the purpose of calculating your total amount of level-based Ki points, and the level you get new usages for your Ghost Step class feature.
From now on you get Sudden Strike.
Darkness: You gain the Ki Dodge class feature as a ninja of 6th level, but the amount of miss chance is equal to 10% for every Abyssal Heritor feat you have.
Shadow: You can now use your Ki points to gain extra uses of mysteries, expending 1 Ki point for every level of the mystery you want to use beyond daily limits. For example, you could spend 3 Ki points to gain 3 new uses for a 1st level mystery or 1 new use for a 3rd level mystery. Note that you can use this technique only to recover mysteries exclusive to this class, not mysteries from other shadowcaster's paths, for example.
The number of Ki points you can expend, and so the maximum level mystery you can reuse is equal to your Charisma modifier.
ASCETIC WAYFocus on special attacks, with empowered Quivering Palm as final ability.Twilight: Your levels in shadow nefarite stack with your monk levels for the purpose of determining your unarmored speed bonus, Ki Strike class feature, and the number of daily attempts of your Stunning Fist feat. Note that instead of eventually gaining Ki Strike (lawful), at the appropriate level you gain a special Ki Strike (chaotic) feature.
From now on you get Sudden Strike.
Darkness: You gain the Slow Fall class feature, but the distance you can fall without taking damage is equal to 20 ft. for every Abyssal Heritor feat you have. You also add ½ the number of Abyssal Heritor feats you have as a profane bonus to your Stunning Fist DC.
Shadow: You gain the Quivering Palm class feature as a monk of 15th level, with the exception that you use your Charisma modifier, may use it a number of times per week equal to your Charisma modifier, and your shadow nefarite levels stack with the monk ones in order to calculate the DC. You also add ½ the number of Abyssal Heritor feats you have as a profane bonus to your Quivering Palm DC.
ROGUE WAYFocus on Skill Tricks, progression of Uncanny Dodge, and extra goodies for true rogues.Twilight: Your levels in shadow nefarite count as rogue levels for the purpose of gaining or advancing the benefits of the Uncanny Dodge class feature.
From now on you get Sneak Attack.
Darkness: You acquire a number of Skill Tricks equal to ½ the number of Abyssal Heritor feats you have, and each day you can select different ones, but you must always meet the requirements of every Skill Trick you learn. You also gain an extra +1d6 of Sneak Attack or, optionally, a rogue's Special Ability if you have rogue levels.
Shadow: You gain extra usages per encounter for your skill tricks equal to your Charisma modifier. You can use all your extra usages on one trick or distribute them between more tricks freely. You also gain an extra +1d6 of Sneak Attack or, optionally, a rogue's Special Ability if you have rogue levels.
MARTIAL WAYMixes swordsage and warblade features and allows multiple stances as a peak ability.Twilight: Your add your full shadow nefarite level to your initiator level to determine your total initiator level and your highest-level maneuvers known.
Instead of Sneak Attack or Sudden Strike you gain one extra maneuver readied, and two new maneuvers known or one new stance known, alternatively (look at Table 4 below for sample progession).
Darkness: You gain both the Insightful Strike and Battle Ardor class features but instead of adding Wisdom or Intelligence modifier, you add the number of Abyssal Heritor feats you have.
Shadow: You can benefit from multiple Shadow Hand stances at the same time for a limited number of times per day equal to your Charisma modifier, and for a fixed number of rounds each time equal to ½ the number of Abyssal Heritor feats you have. The number of simultaneous stances is equal to ½ the number of Abyssal Heritor feats you have.
LURK'S WAYMixes psionics with shadowcasting, and reaches high prowess in the end.Twilight: Your shadow nefarite levels stack with your lurk levels for the purpose of determining Lurk Augment usage and selection.
Instead of Sneak Attack or Sudden Strike, you gain Psionic Talent as a bonus feat.
Darkness: You can cast your mysteries beyond their daily limits by expending a number of power points equal to the standard cost of a psionic power of a level one higher than the mystery's level. Mysteries casted in this fashion always count as supernatural abilities.
Shadow: A number of times per day equal to your Charisma modifier, you can use a number of Augments at once equal to ½ the number of Abyssal Heritor feats you have.
ARTIST'S WAYTransforms previous spellcasting and specializes in distracting enemies and general versatility.Twilight: Your shadow nefarite levels stack with your bard levels for the purpose of determining your bardic music daily attempts.
Instead of Sneak Attack or Sudden Strike, you gain an additional +1 level of shadowcaster by sacrificing two levels of arcane spellcasting given by the bard class.
You are also able to select shadowcaster mysteries in lieu of shadow nefarite mysteries, and you cast all mysteries as a shadowcaster (using Intelligence instead of Wisdom), but must follow the rules of the Black Code while doing so.
If at one moment you gain this feature but don't have two bard spellcasting levels left, you don't gain the benefit until you gain a sufficient bard level.
Darkness: You can use Chord of Distraction for for free a number of times per day equal to your Charisma modifier. Additionally, you can designate yourself in place of an ally as the beneficiary of the effect, the target will remain flat-footed for a number of rounds equal to ½ the number of Abyssal Heritor feats you have, and you gain a profane bonus to your Perform check equal to the number of Abyssal Heritor feats you have.
You also gain a free bonus feat.
Shadow: You become a master of the Kuji-Kiri fundamental. You concentrate on it with a move action, you gain a profane bonus on its save DC equal to the number of Abyssal Heritor feats you have, you can target a number of enemies equal to the number of Abyssal Heritor feats you have, and you can use it as a sonic effect, not depending on line of sight, and usable in conjunction with the Subsonics feat.
You also gain a free bonus feat.

SAMURAI'S WAY (http://boards1.wizards.com/showthread.php?t=722563)Focus on damage, tracking of prey and extra spellcasting on slaying.Twilight: Instead of Sneak Attack or Sudden Strike, you gain an additional +1d6 to your Mark (Cut Once) class feature.
Darkness: You gain the Greater Path of the Samurai (Wind) class feature with the exception that you gain blindsense equal to 10 ft. for every Abyssal Heritor feat you have. You also gain Track as a bonus feat.
Shadow: You gain the Mark (Pass Through) class feature with the difference that the immediate movement is equal to 5 ft. for every Abyssal Heritor feat you have.
A number of times per day equal to your Charisma modifier, during the immediate movement, you can also cast a mystery during the same action and beyond daily limits, but the mystery's level must not be greater than ½ the number of Abyssal Heritor feats you have.
ASSASSIN'S WAY (http://boards1.wizards.com/showpost.php?p=12148554&postcount=4)Complete focus on ranged attacks. Empowered cloaking/camouflage as capstone.Twilight: Your levels in shadow nefarite count as rogue levels for the purpose of gaining or advancing the benefits of the Uncanny Dodge class feature.
Instead of Sneak Attack or Sudden Strike, you gain an additional +1 dodge bonus to your AC.
Darkness: You gain Improved Combat Style (critical hits) and Shadow Mastery, both with the exception of being applicable to all light weapons with range increment, but only to them. This overrides the restriction to Shadow Hand weapons of the Shadow Mastery class feature.
Plus, instead of adding +1d6 damage with your Shadow Mastery, you add damage equal to the number of Abyssal Heritor feats you have.
Note that your shadow nefarite levels count as initiator levels for the purpose of learning the new Shadow Hand stance given by the Combat Style class feature.
Shadow: You gain the Throw Dagger (Swift) class feature. A number of times per day equal to your Charisma modifier, you can also cast a mystery during the same action, and imbue the throwing weapon with it, but the mystery's level must not be greater than ½ the number of Abyssal Heritor feats you have.
You also improve your Cloaking class feature, gaining camouflage in every area and with a distance from features equal to 5ft. for every two Abyssal Heritor feats you have.
ENGETSU WAY (http://boards1.wizards.com/showthread.php?t=670865)Transforms previous spellcasting and gain empowered vision or SR. Surprise capstone.Twilight: If you have the Implement Focus or Implement Extension feats, you can use them as Metashadow feats, once per day, on your mysteries.
Instead of Sneak Attack or Sudden Strike, you gain an additional +1 level of shadowcaster by sacrificing two levels of arcane spellcasting given by the Engetsu shinobi class.
You are also able to select shadowcaster mysteries in lieu of shadow nefarite mysteries, and you cast all mysteries as a shadowcaster (using Intelligence instead of Wisdom), but must follow the rules of the Black Code while doing so.
If at one moment you gain this feature but don't have two Engetsu shinobi spellcasting levels left, you don't gain the benefit until you gain a sufficient Engetsu Shinobi level.
Darkness: You gain the Lunar Vision feat with the exception of having darkvision equal to 10 ft. + 10 ft. for every Abyssal Heritor feats you have, or you gain the Lunar Mantle feat with the exception of having your shadow nefarite levels stack with Engetsu shinobi levels, and an extra profane bonus to the resulting SR equal to the number of Abyssal Heritor feats you have.
Shadow: You gain the Lunar Sight feat with the exception of having blindsight (instead of blindsense) equal to 5 ft. for every Abyssal Heritor feats you have, or you gain the Lunar Mantle, Penultimate feat with the exception of having your shadow nefarite levels stack with Engetsu shinobi levels, using your Charisma modifier instead of Intelligence modifier, and an extra profane bonus to the resulting SR equal to the number of Abyssal Heritor feats you have.
You also gain the Ki Clout feat as a bonus feat and may treat your unarmed strikes as made of Shadowstriking metal for a limited number of times per day equal to your Charisma modifier, and for a fixed number of rounds each time equal to ½ the number of Abyssal Heritor feats you have.

Table 4: Martial Way: example of typical maneuvers progression.

lv Maneuvers Known Maneuvers Readied Stances Known
1st 2 1 0
2nd 0 0 0
3rd 0 0 0
4th 1 1 1
5th 0 0 0
6th 0 0 0
7th 2 1 0
8th 0 0 0
9th 0 0 0
10th 1 1 1


Shadow Demon Skin (Su): The Shadow Demon Skin is identical to the Shadow Skin mystery but is cast with a bonus on your caster level equal to the number of Abyssal Heritor feats you have and replaces Silver with Cold Iron, since the nature of this power is tied to the Abyss. The shadow nefarite can use it as a supernatural ability 1 time per day, expending the use of one Apprentice mystery.
At 8th level the Shadow Demon may use it 3 times per day, always expending the use of any one Apprentice mystery each time.
Starting from 5th level, this ability can be recovered by the means of the Chaotic Spell Recall feat, as all the other mysteries from the shadow nefarite list.
Additionally, a shadow nefarite who reaches the Stalker's Way to Shadow is able to get an extra use for this mystery expending 2 Ki points, and a shadow nefarite who reaches the Lurk's Way to Darkness is able to get an extra use for it expending 5 power points.

Chaotic Spell Recall: At 5th level, all your mysteries and fundamentals from the shadow nefarite list gain the Chaotic descriptor and are recoverable by the means of the Chaotic Spell Recall feat (see Fiendish Codex I) that you gain even if you don't meet the prerequisites.

Shadows and Air (Su): The ever-growing chaotic and shadowy presence in your soul has now extended to your body. Your movements become supernaturally fluid and unpredictable, and you almost seem to flicker just a moment before being hit, dodging even apparently sure hits.
From now on, you always add your Charisma modifier as a bonus to your AC.
Being this a supernatural effect, it doesn't function in areas where magic is not possible such as an antimagic field.

Abyssal Heritor Feat: You gain an Abyssal Heritor feat (see "Fiendish Codex I: Hordes of the Abyss") that can be randomly determined to add some chaotic flavor to the character or optionally chosen normally.

EX Shadow Nefarites
A shadow nefarite who breaks the Black Code, becomes of prohibited alignment or breaks whatever extra rule his sect might have (maybe just by failing a mission given by the grand master of the sect) cannot take any other level in the prestige class and looses all the benefits derived from Silent Soul, Shadows and Air and the use of the Shadow Demon Skin mystery/class feature. The only way to regain the power is by defeating the grand master of his sect.

http://img405.imageshack.us/img405/5435/disguisedshadownefaritecj6.png
"Our sect has grown strong, but we payed a price for it: there are few of us now like me, who can be seen by normal people without provoking a visceral horror."
- Jhunal Na-taki "Red Moon", a shadow nefarite in her everyday outfit.

New Abyssal Heritor feats

ABYSSAL MARKINGS
Glowing markings of demonic symbols appear on your body, augmenting your power at a painful cost.
Prerequisite: Any three other Abyssal Heritor feats
Benefit: You add a +1 profane bonus to your Charisma score for every two Abyssal Heritor feats you possess.
Special: You suffer a permanent drain of 2 points of Constitution.

GRASP OF THE GLABREZU
Your nearly demonic hands give you strength and a powerful grasp, allowing you to wield large weapons, but making it more difficult to wield smaller ones.
Prerequisite: Claws of the Beast
Benefit: You reduce the measure of the effort it takes to wield an oversized weapon by one step. The penalty for using bigger weapons decreases by 1 for every four Abyssal Heritor feats you possess, but the penalty can never be a negative value (you will never gain a bonus for wielding oversized weapons).
Special: You suffer a permanent -2 penalty on attack rolls made with all light and ranged weapons.

New feats

ALLURING BLADEWHIRL

Prerequisite: Snowflake Wardance, Perform (Kuji-Kiri) 12 ranks, Artist's Ways (Darkness) class feature.
Benefit: When initiating a Snowflake Wardance, you can instead choose to initiate an Alluring Bladewhirl expending one additional bardic music use.
The effect is the same of a Snowflake Wardance, but you gain 1d6 of Sudden Strike, plus an additional +1d6 for every 4 Abyssal Heritor feats you have.
The duration of the Alluring Bladewhirl is equal to your Perform (Kuji-Kiri) ranks, instead of Perform (dance) ranks.


PLAYING A SHADOW NEFARITE
You have delved deep into "forbidden" lores and finally discovered what are arguably the most efficient powers to be stealthy, difficult to hit in combat and generally very difficult to stop from your intents.
You are a loner and at the same time you depend from a sect and especially from its grand master, the person that gave you the possibility to access all these new powers.
Depending on the nature of your sect, and on the nature of yourself, you could have nearly no interaction with the sect, a very easy and good relationship or a dangerous and painful life with it.
All in all, you are a person who has, explicitly or implicitly, a strong thirst of power. And even more than that, a predilection for easy ways to get this power. Chances are that you are a charismatic and smart person, one who could have a bright and easy future, but some bad experiences or delusions in your life made you think that "the outside world", society, politics, law and order are just against you. Even magical studies were just too boringly legislated for your likings. Then, by traveling around or by studying alone, you discovered (or you were discovered by) a shadow nefarite master and your life changed.
Now you can do what you want... Or maybe what your master or some hidden and dark part of your soul wants, but chances are that you will never know it. Or that you will discover the truth when it will be a little late to change it.

COMBAT
You combine very subtle powers with fast and deadly attacks. You could run parallel to a line-up of shooting archers without being hit or you could receive a deadly blow just to let your foe breathless when he discovers that the weapon didn't even scar your skin. You excel at dealing with single opponents, but if you get surrounded, you would better try to run away or do hara-kiri if the secrets you carry would bring you more pain than death, if discovered.
At higher levels, you have the power to let your foes think that you're dead, by letting them kill the perfect decoy that the double of yourself created by the Shadow Brother mystery is, or if you have a monastic and shadowcasting training, you could just slay everyone with the claws that you probably had grown by the means of your abyssal heritage, having them enhanced by the fearful Edge of Nothing mystery and helped by the dark powers of the Goju's Embrace mystery.
If you will become a true master among shadow nefarites, you could eventually learn the ultimate mystery: the Shroud of the Shadow Dragon. With it you could easily kill even powerful foes, if you manage to use it in conjunction with the Silent Soul class feature, or you can really and completely disappear, giving you a happier alternative to suicide in the worst situations...
Your options in combat are just as many as the damned souls that inhabit the foul plane that gives you some of your powers.

ADVANCEMENT
If you had levels in the monk, shadow warrior, shadowcaster or more than one of these classes, you should consider taking some levels into them during your advacement, since you would probably rely on some of their class features and/or superior spellcasting ability.
Being a shadow nefarite means also confronting with the need of more and more abyssal heritor feats, to take advantage and use at best the two free ones that the clas gives you. This is especially so if you were a shadow warrior (http://boards1.wizards.com/showthread.php?t=799350) or shadowcaster and at high levels learn the Goju's Embrace mystery. With it you can double the effectiveness of your Abyssal Heritor feats and this would probably mean better combat prowess and who know how much else.
Other feats that you must consider if you also have access to other shadow magic paths are the few Reserve feats (see "Complete Mage") for which you could qualify, especially those that enhance movement like Borne Aloft or Dimensional Jaunt.
One Reserve feat that you may and should really take even without having more shadowcasting ability is the Face-Changer feat, available since you take the Shadow Brother mystery (which is both a shadow illusion since it creates something that is nearly real and a glamer illusion needed to qualify for the feat since it makes the shadow look like a vivid and real copy of yourself).
With the Face-Changer feat you can avoid other people seeing your probably evident demonic features.
Other always helpful feats may be Metashadow feats, other feats presented in the Shadow Magic chapter of Tome of Magic like the ones that let you avoid attacks of opportunity while casting a mystery, and finally some combat-oriented feat, like Improved Critical which stacks with the bonus granted by Edge of Nothing.
Also consider that if at a certain point you find that you need more shadow magic prowess, you can always take a level of shadowcaster after entering the shadow nefarite class and the only changes you will undergo will be that you will now have to follow the "Black Code" and that if you had already reached 4th level, so gaining the "Chaotic Transformation" class feature, only the mysteries that you learned before gaining the shadowcaster level will qualify for the use of Chaotic Spell Recall. Apart from that, the change will be good since you will start your shadowcaster career already knowing some shadowcasting and your levels in shadowcaster and shadow nefarite will stack for the purpose of determining caster level and mystery learning. Of course the previous mysteries won't count for the purpose of determining Bonus Feats.
Speaking of advancement in your "career", consider at a certain point that if your grand master becomes an obstacle, you can always defeat him and maybe take his place or definitely become a real lone wolf or maybe even create your own sect.

RESOURCES
Even if your sect could represent a resource in the case of an organized sect, there are also many sects which don't represent a true resource to its adepts, and these sects are the ones that permit the higher degree of autonomy. So a resourceful sect is also a demanding sect.
However, the nature of shadow nefarites makes them resourceful of their own, so apart from some good magic item you may want in order to make your life and fights easier, you don't need much at all.
For evil shadow nefarites, a good resource may be what many would consider an immense threat: the demons themselves. Taking a feat like Evil Brand could make you look at least like a possible and temporary ally to the eyes of some demons. In this case, being friend to (or kidnapping) someone that deals with planar bindings or portals could help you in your foul quests...

CONTINUES IN THE NEXT POST!
LordArchaon

04-12-07, 01:23 PM
SHADOW NEFARITES IN THE WORLD

http://img517.imageshack.us/img517/7643/samuraiia6.png

"Shadows and chaos can be the best tools to fight injustice. But these great powers should never be used for one's greed, or they will take even the purest souls to dark paths."
- Katahshken "White Lotus": master of the Cloaked Stargazers, on his way to voluntary poverty.

The shadow nefarites could represent the biggest threat to society as well as the last standing against evil, depending on the type of sects that are introduced to the campaign world.
An epic conclave of spellcasting-focused shadow nefarites could very well and ironically be the "shadow government" of a metropolis, while individual and not organized shadow nefarites could represent mysterious and evil villains as well as unseen protectors.
The connection between the abyss and the shadow plane could be a secret that the most powerful shadow nefarites keep for themselves, and the fate of the world could depend on the knowledge of that secret. In this case, life could be difficult for shadow nefarites, because many powers would like to defeat them to unlock their forbidden lore.
All in all, the importance, position, and situation of the shadow nefarites in a campaign world could vary like individual shadow nefarites do.

ORGANIZATION
As it is clear to shadow nefarites themselves, the term "shadow nefarite" is just a generalization that groups together not only different type of warriors and rogues, but also different types of sects, some of them very focused and composed by more or less the same type of members, much like monasteries, others more varied, with complex hierarchies and very independent components. This facts make the organization of shadow nefarites only a matter of choice for the Game Master. The whole idea of organization could be thrashed for a different concept, maybe tied to physical demonic influences or true bloodline heritages.
Just remember that even if shadow nefarites are much more chaotic than lawful, some particular and not so hard combinations could make for solid lawful shadow nefarites. The management and interactions of these two "factions" are left to your imagination.

NPC REACTION
Seeing a shadow nefarite is very difficult. But even more difficult is to remain calm and cold-blooded if you manage to see one. Simple folk may even believe that they are true demons, while experienced adventurers could just be puzzled by their strange cocktail of abilities and maybe make bad mistakes when trying to confront with them.
Nevertheless, a disguised or just not-on-duty shadow nefarite could appear as a normal person. It depends much on what kind of (and how many) Abyssal Heritor feat he/she acquired. The ones with wings will obviously have a much harder time trying to pass for something "normal" than their "cousins" with just some hallucinatory visions in their minds.

SHADOW NEFARITES LORE
Characters with ranks in Knowledge (local) can discover the presence of shadow nefarites in a given region or city, but only charcaters with Knowledge (the plans) can understand the secrets beneath the surface.
Knowledge (local)
DC 10: The biggest robberies or more impressive murders of the area are said to be made by "shadow demons" of sorts.
DC 15: Some say that these "shadow demons" are not demons, but humans with demon blood or who made pacts with abyssal powers in order to become powerful like them.
DC 20: These eerie criminals seem to act without clear schemes and seem to make use of a particular form of magic named shadow magic.
DC 25: The name with which these mysterious rogues are known to the most informed authorities is "shadow nefarites", but who they really are and where do they hide is never known for sure.
DC 30: The shadow nefarites work alone but are organized into secret sects that disguise themselves as monasteries, guilds or schools of magic. Sometimes a sect of shadow nefarite is just hidden into a normal organization. What they always need is access to ancient tomes about the abyss and the plane of shadows.
Knowledge (the planes)
DC 15: The plane of shadow is the source of shadow magic and is also connected to many other planes.
DC 20: It i said that some strong connection exists somewhere between the plane of shadow and the abyss.
DC 25: Some evil and secretive shadowcasters (masters of shadow magic) discovered ways to enhance their magic by letting their bodies and souls be influenced by abyssal energies. Someone calls them "shadow nefarites".
DC 30: Even if shadow nefarites deal with the powers of the abyss, this fact doesn't alone make them evil, but much more than so makes them chaotic. There is no reason to think that the magic of shadow nefarites is evil in nature, but for sure it may be chaotic.

SHADOW NEFARITES IN THE GAME
Due to their nature, Shadow Nefarites can be easily introduced to any campaign world. They best fit into big cities with some inter-cultural exchanges and some schools of magic.
Shadow magic will be inevitable for the introduction of shadow nefarites, but it would not be a bad idea to make them the first pioneers of this magic.
Making their sect hidden into already consolidated shadow magic schools is equally simple and valid.
All the PCs in the party with the right roguish abilties could be attracted by the class powers, and even more fighter-oriented characters could benefit from its special abilities and magic, so the party, or part of it, could very easily become involved into the strange plots of some shadow nefarite sect, or maybe just become autodidact shadow nefarite, without giving much importance to the sources of their power or to other implications.

Adaption
This prestige class started out as a conversion of a ninja prestige class taken by the "Way of the Ninja" book, which was tied to the Legend of the 5 Rings and consequently to the Rokugan campaign setting. The oriental feeling can still be felt by looking at the names of the mysteries or at the name of some class features. Changing these names could already represent amore solid adaption to a classic gaming world, while making this class a peculiarity of a distant oriental land such as Kara-Tur in the Forgotten Realms setting could explain its strangeness and aliment the interest towards it.
In the Eberron world they could just be a new and wary sect born in Sharn itself, maybe around the Morgrave University entourage, or they could be an ancient group tied to the Lords of Dust, their power coming from the great imprisoned rakshasa rajas.
Other adaption options could very well be focusing the requirements, by making the class more specific or on the other hand adding even more "Ways", such as one especially for bards (not a bad idea), one for scouts, one for lurks, one for rangers and so on. So you can cut away Ways in order to make the class simpler, add other Ways to make it even more flexible or just replace them with others to change the feeling. For example, the urban feeling could be easily changed to a more savage feeling by thinking out a Way of the Rager (for barbarians), a Way of the Skirmisher (for scouts) and a Way of the Hunter (for rangers) and replacing the original ways with the new ones.
You could even convert the mysteries to spells (they are already spells converted to mysteries, so the process is easy) and give the class a more conventional feeling, with spells known and spell-slots tables.

Sample Encounter
A Shadow Nefarite can well be a central character of a storyline: a mysterious and elusive figure that may endanger or help the party depending on the situation.
The PCs may want to befriend this dark warrior in order to be initiated to the secrets of his magic or they may want to capture him just because of the bounty on his head.
EL 18: Katahshken is a living example of how the powers of shadow and of the abyss may change a life forever. but not necessarily in a bad way, at all.
He was once one of the most respected warriors of his fighting school, known for his exotic beauty and elegance. Sometimes, though some accidents put him in difficult situations: companions reported to the masters that sometimes his face changed into a demonic visage.The masters never believed this and thought that the rumors could be envy. Katahshken though, knew that he had some sort of intimidating and innate power, and he realized that he had a connection with a different plane of existence and started studying ancient tomes about demons and the planes. He had already chose his path in one of the biggest ceremonies of his school when his new masters noticed that he suddenly changed his fighting and learning style, modifying the ancient katas and combat maneuvers, claiming that he had discovered easier or more efficient ways. They even noticed, in specific training in the darkness, that his eyes had an eerie glow. After some time, he was banned for rebellious behavior and even his family stopped to support him because of this dishonoring fact. Katahshken, aware of what was the cause of everything, started delving even deeper into his dark studies, discovering that there was no evil in his nature, only chaos. However, worried for his own morality, he approached a sanctuary of a good deity and started a spiritual path towards voluntary poverty, in order to keep his soul pure. At the same time, he founded his own school of combat, in which only pious and stealthy warriors could be trained. He and his school are now a potent force of good and allies of the church that inspired Katahshken. They specialize into punishing corrupted politicians and defeating evil magic users.

Katahshken, founder and master of the Cloaked Stargazers CR 18

Male human *samurai 11/shadow nefarite 7
CG Medium humanoid
Init +4; Senses Listen +9, Spot +27; darkvision 60 ft., blindsense 30ft.
Languages Common, Abyssal, Celestial
________________________________________

AC 42, touch 30, flat-footed 38
(+0 size, +4 Dex, +5 Wis, +2 bonus, +6 Cha, +10 exalted, +2 natural, +3 deflection)
hp 69 (18 HD); DR 5/evil
Immune none
Resist acid 5, cold 5, fire 5, electricity 5, sonic 5; SR none
Fort +14 (+11 base), Ref +15, Will +16 (+4 against disease and death effects)
________________________________________

Speed 30 ft. (6 squares)
Melee Dagger +27 (1d4+11) or
Dagger +27/+22/+17/+12 (1d4+11)
Space 5 ft.; Reach 5 ft.
Base Atk +16; Grp +21
Atk Options Mark (2 foes): crit. range 17-20/x2 with dagger, Cut-Once +6d6 (+6d6 damage with firs successful attack each round against mark); Mark (Look Twice): +5 (Wis) to attack and damage with attacks of opportunity against mark; +2d6 against lawful opponents (Primordial Scion); 1d4+1 temporary Str damage (Fort save DC 25 negates) on successful critical hit against evil foes.
Special Actions 4/day Otherworldly Countenance (sickens, DC 25)
Spell-like Abilities 1/day Shadow Demon Skin (CL 10th)
Mysteries Known (CL 7th):
Apprentice Paths
3rd--Shadow Twin (spell, 1/day), Edge of Nothing (spell, 1/day).
2nd--Fierce Shuriken (spell, 1/day), Jealous Fury of Ededei (spell, 1/day, DC 18).
1st--Darken the Veil of Sleep (spell, 1/day, DC 17), Whispers of Nothingness.
Fundamentals
0--Dark Sleep (superantural, 3/day, DC 16), Kuji-Kiri (supernatural, 3/day, DC 16), Reflection of Memory (supernatural, 3/day, DC 16), Silent Soul (supernatural, 3/day).
________________________________________

Abilities Str 20 (originally 16), Dex 18, Con 10, Int 14, Wis 20 (originally 18), Cha 22 (originally 16)
SQ Camouflage (Ex), swift tracker (Ex), Mind Shielding (Ex), Greater Sustenance (Ex), Freedom of Movement (Ex), Regeneration (Ex), True Seeing (Su), Endure Elements (Ex), AC Bonus (Su), Exalted Strike (Su), Deflection (Su), Natural Armor (Ex), Resistance (Ex), Ability Score Enhancement (Ex).
Feats Defensive Mobility, Otherworldly Countenance (hideous), Weapon Focus (Dagger) (B), Power Attack, Resounding Blow, Greater Weapon Focus (Dagger) (B), Eyes of the Abyss, Sacred Vow (Exalted), Vow of Poverty (Exalted), Chaotic Spell Recall (B), Track (B), Quell the Profane (Exalted) (B), Primordial Scion, Vow of Purity (Exalted) (B)
Skills Spellcraft 6 (+8), Knowledge (the planes) 6 (+8), Sense Motive 4 (+9), Balance 5 (+9), Diplomacy 2 (+8), Hide 16 (+25), Move Silently 16 (+25), Intimidate 18 (+28), Perform (Kuji-Kiri) 12 (+18), Tumble 5 (+9), Spot 18 (+27), Listen 4 (+9), Open Lock 6 (+10), Concentration 10 (+10)
Skill Tricks Spot the Weak Point, Never Outnumbered
Possessions: Dagger, darts, Clothes
________________________________________

*The Samurai class used for this NPC is the one by Kanachi, take a look here (http://boards1.wizards.com/showthread.php?t=722563) for the class features.

Books used: Complete Scoundrel, Book of Exalted Deeds, Fiendish Codex I


P.S. Just remember to post your adaption ideas in this thread!
JudgeDeadd

04-12-07, 03:29 PM
Omigosh. You spend some serious work on this one. :OMG!
LordArchaon

04-12-07, 03:41 PM
Omigosh. You spend some serious work on this one. :OMG!

Well, yes, I could spend my time a little better! :D
However no, it wasn't such a work.
I just needed a conversion of that Shosuro Tejina PrC and modified it a little bit during the process, converting it to shadow magic. I did it some time ago. You can find my first thread for it under the name of Shadow Demon (http://boards1.wizards.com/showthread.php?t=777330).
Spells-to-mysteries conversion was a relatively fast process too, although I needed some opinions that luckily came after some waiting. The first post containing the new mysteries and all the comments about them can be found HERE (http://boards1.wizards.com/showthread.php?t=776675).
Then, flavor text just came natural to me, because I'm already using the PrC in my campaign. :)

I'd appreciate some opinions about the "Ways" system.
I find that it's very flexible and gives much room to customization, but maybe there are simpler ways to do that.
FreAkOuTRG

04-12-07, 03:53 PM
Alignment: Not Legal Good, not Neutral Good.

Now that's a rogue PrC.
LordArchaon

04-12-07, 04:14 PM
:ayyyy!: YEAH!

And consider that most characters will become Chaotic with the second Abyssal Heritor Feat. And the few ones who aren't chaotic are 90% Lawful because they need to be so, being monks. So the alignments of mid-high level shadow nefarites will be almost entirely:

Chaotic Good
Lawful Neutral
Chaotic Neutral
Lawful Evil
Chaotic Evil

The few Neutrals and Neutral Evils would be the ones who REALLY care about their alignment, because they "wasted" a feat to retain it.
...Dangerous mix of people, isn't it?! :D
FreAkOuTRG

04-12-07, 04:19 PM
:ayyyy!: YEAH!

And consider that most characters will become Chaotic with the second Abyssal Heritor Feat. And the few ones who aren't chaotic are 90% Legal because they need to be so, being monks. So the alignments of mid-high level shadow nefarites will be almost entirely:

Chaotic Good
Legal Neutral
Chaotic Neutral
Legal Evil
Chaotic Evil

The few Neutrals and Neutral Evils would be the ones who REALLY care about their alignment, because they "wasted" a feat to retain it.
...Dangerous mix of people, isn't it?! :D

What I meant was, it's lawful, not legal.
LordArchaon

04-12-07, 04:23 PM
Ooops! Sorry, it was a lapsus with the Italian translation, "Legale".

Corrected it!

It seemed a little too strange to finally see some comments or critiques about the mechanics of the class......
teshen

04-15-07, 08:42 PM
I just needed a conversion of that Shosuro Tejina PrC and modified it a little bit during the process, converting it to shadow magic. I did it some time ago. You can find my first thread for it under the name of Shadow Demon (http://boards1.wizards.com/showthread.php?t=777330).
I remember your earlier thread... I've used some of the L5R stuff, and your work caught my eye...

To be honest, due to a lack of interest of incorporating Tome of Magic material with my current group, I'm not 100% on shadow magic, binders, or truespeak... but I know a little.

I find it cool that you've used various paths of entry for your prc, same as your shadow demon. Both seem well thought out (... but in my case, take mechanical suggestions with a grain of salt since I have little experience with the shadow magic base *shrug*). I can however say that you've done a good job reforming the cult of magical assassins into an interesting group of shadow creatures that can be inserted into just about any high fantasy setting...

I especially like how, with three different obvious entries (rogue, monk, ninja), it continues aspects of the original base class, turning the entire prc into class variants incorporating and supporting the shadow mechanic...

I like the flavor, and if the amount of effort is any indication, the mechanics are probably just as solid...

Good work. :)
LordArchaon

04-16-07, 08:10 PM
SOME CHANGES AND GOODIES:

CHANGES:

The entry requirements were lowered a bit so that you can enter the PrC at 7th level instead of 8th. No more 10 but 9 ranks in Hide and Move Silently. It was "an error".

GOODIES:

As a tribute to the great Samurai (http://boards1.wizards.com/showthread.php?t=722563) class of Kanachi, here's the Samurai Way for the Shadow Nefarite! It has a little higher entry requirements because only a Samurai who follows the path of the wind will have hide and move silently as class skills, and this happens at 9th level only!


Here is the needed addition to the Entry Requirements:

Entry Requirements:
Special: Ki Power class feature, OR
Special: Still Mind class feature, OR
Special: +3d6 Sneak Attack, OR
Martial Maneuvers: Must know the Assassin's Stance and two Shadow Hand maneuvers of at least 2nd level, OR
Special: Path of the Samurai (Wind) (http://boards1.wizards.com/showthread.php?t=722563) class feature.

And here are the three Samurai Way features:

Ways to Twilight:

The few samurai that become shadow nefarites continue to train in their lethal form of fighting and dueling, mastering the art of cutting into the flesh of their adversaries with deadly-fast strikes.

Samurai: instead of Sneak Attack or Sudden Strike, you gain an additional +1d6 to your Mark (Cut Once) (http://boards1.wizards.com/showthread.php?t=722563) class feature.

Ways to Darkness:

A samurai who entered a shadow nefarites' sect always comes from the Wind Path and continues to master its powers, becoming even more adept at searching their marked foe.

Samurai: you gain the Greater Path of the Samurai (Wind) (http://boards1.wizards.com/showthread.php?t=722563) class feature and the Track feat.

Ways to Shadow:

A samurai who delved so deep into the dark shadow nefarite's lore as to reach the final step of his way to the Shadow becomes able to steal a little piece of his slain enemy's soul in order to use with literally blinding speed his supernatural powers. These formidable warriors often contract a demonic addiction to killing, since they feel a brief but strong pleasure when they make use of this terrible power.

Samurai: you gain the Mark (Pass Through) (http://boards1.wizards.com/showthread.php?t=722563) class feature with the difference that in addition to the immediate movement, you also gain a free and immediate casting of a mystery that you're able to cast as a spell-like or supernatural ability or of any other spell-like or supernatural ability you may have. Alternatively, you may choose to move 30 feet instead of 10 and then be under the effects of Haste for 1d6 rounds.

;)
Alpha_Moose

04-19-07, 06:42 PM
Sorry I missed a bit. I looked at it quickly, but forgot to subscribe to it. :embarrass

You really cleaned it up good. It looks really nice. It's a very wide prestige class (can make up a lot of different characters) but has a clear core that connects all the different "ways". Good job.:clap:
forsaken1111

04-21-07, 03:29 AM
I love the flavor and feel of this class. If my current character kicks it I'll likely try to talk my DM into allowing it.
LordArchaon

04-21-07, 08:59 AM
I love the flavor and feel of this class. If my current character kicks it I'll likely try to talk my DM into allowing it.

Great! :D What's your character like? If you'd like some build suggestions or some clarifications, you know where to ask! ;)
forsaken1111

04-21-07, 08:07 PM
Great! :D What's your character like? If you'd like some build suggestions or some clarifications, you know where to ask! ;)

My current character is a dread necromancer who is leading a covert branch of the cult of Orcus without the rest of the party's knowledge.

For your class I was thinking 3 monk/3 ninja with the ascetic stalker feat from complete scoundrel, but I don't know how that would work with the ways of shadow class feature. Would both apply since I have both ki power and still mind?
LordArchaon

04-21-07, 09:15 PM
My current character is a dread necromancer who is leading a covert branch of the cult of Orcus without the rest of the party's knowledge.

For your class I was thinking 3 monk/3 ninja with the ascetic stalker feat from complete scoundrel, but I don't know how that would work with the ways of shadow class feature. Would both apply since I have both ki power and still mind?

That's a good question!
In theory, the feat only takes into account levels from those classes.
With the Way system you can decide each time what to choose between Stalker and Ascetic, but the first choice is somewhat more important since it determines if you get Ki and Sudden Strike (for the Stalker Way) or speed, unarmed damage and Ki Strike (for the Ascetic Way).

If your DM is kind enough, he could count your shadow nefarite levels as monk or ninja levels, depending on what way you choose at first level, for the purpose of determining the benefits of the Ascetic Stalker feat, but that would turn to be a little too powerful. I would personally allow it only if you took the Ordered Chaos feat as a prerequisite and with solid character background to explain such an overwhelming amount of training.

However, if you were asking if you could take both ways at once, every level you could get one of those, no, it's not possible and I wouldn't make it possible even with the Ascetic Stalker feat: you already have the flexibility to choose two Stalker Way and one Ascetic Way, two Ascetic Ways and one Stalker Way or all Ascetic or all Stalker, that's kinda enough! :)

Very glad you liked the class! If you have suggestions or you think about a background story for your character, don't hesitate to post! :cool:
LordPendragon

04-22-07, 12:50 AM
Very nice work. I am shocked and awed by how you got the pictures to mesh with the background like that.

Overall, I think the class looks a little heavy. 90% shadowcasting progression plus 80% Sneak Attack progression with 2 good saves is already decent for a PrC. I'd say that after that, you could sneak in one or two more abilities without hurting the balance, but after that you're pushing it. As it stands, you don't need to remove much, but I think just taking out a couple of the less important abilities would help out. Consider simply turning some of them into mysteries available to the Shadow Nefarite; that way you can keep the possibility of using them, and the flavour, but keep balance by making them a trade-off for the use of other mysteries.

Entry Requirements
Omfg so convoluted :mymy:

The Black Code: Those who enter the order of the Shadow Nefarites already knowing the ways of shadow magic must learn at least one mystery every two levels from the Shadow Nefarite list below (table 4, below).
Very cool.

Ways to Twilight:
I like how these keep the class in synch with the classes they used to qualify.

Stalker: your levels in shadow nefarite stack with your ninja levels for the purpose of calculating your Ki Power.
For uses per day only, or also for the ways in which it can be used?? After reading the subsequent abilities, I'm inclined to think you meant the former.

Table 5: Way of the Warrior martial progression.
Only 2 readied manoeuvres is quite few. I would suggest starting them off with at least 1 (possibly 2) and eventually bringing them up to 3 or 4 at level 10. Manoeuvres known should be about 2-3 higher than the number readied.

Silent Soul (Ex):
Looks good, but it should be "at firt level, and every level divisible by 5 thereafter". As written, it would be 1,6,11, etc, instead of 1, 5, 10, as it seems you intended it.

Random Abyssal Heritor Feat:
Ehhh... I don't like random, or being forced to play a character with abyssal tendencies. Flavour should be in the player's hand, IMO. This would be the first thing I cut.

Shadows and Air:
Sweet. Charisma FTW. As it stands, the bonus is untyped, and therefore applies on both touch and flat-footed AC, and stacks with everything. Not necessarily a problem, but is that how you intended it??


About the mystery progression... instead of adding the extra clutter of having a specified Nefarite progression for those without previous shadowcasting experience, you should probably just allow the Nefarite to add the "+1 shadowcasting level" to any base shadowcasting class, even if he doesn't have any level in it. So, a level 2 Nefarite could use mysteries as a level 1 Shadowcaster, if he had no shadowcasting experience before entering the class.

The reason I say that is because as you have it now, someone who had a single level of Shadowcaster, then went 10 in Nefarite would have weaker shadowcasting than someone who just went 10 Nefarite (if I'm remembering correctly, that is).


And lastly, no matter what I rip on, I think it's a well made class. Keep up the good work, and I look forward to seeing how you incorporate my Assassin.
forsaken1111

04-22-07, 02:29 AM
Omfg so convoluted :mymy:

Its not really that complicated once you spend a minute looking at it. It essentially has 4 separate sets of entry requirements. It could probably be written better but its only convoluted on first glance.

Ehhh... I don't like random, or being forced to play a character with abyssal tendencies. Flavour should be in the player's hand, IMO. This would be the first thing I cut.

Abyssal heritor feats are pretty nice feats and it specifically says that they aren't inheirantly evil. Their only drawback is that having more than one changes your alignment to chaotic. You can avoid even that by taking ordered chaos (one of the possible prerequisite feats for the class). I don't understand why you'd object to extra fairly good feats, but if you don't like them just cut that out of the class if you play it. The flavor is already there... its a dark chaotic killer type prc... and I think these feats fit just fine.
LordArchaon

04-22-07, 07:10 AM
Very nice work. I am shocked and awed by how you got the pictures to mesh with the background like that.


Hehe! Thanks! I can do that for your pictures too if they have a solid background, it's not hard at all! :)


Overall, I think the class looks a little heavy. 90% shadowcasting progression plus 80% Sneak Attack progression with 2 good saves is already decent for a PrC. I'd say that after that, you could sneak in one or two more abilities without hurting the balance, but after that you're pushing it. As it stands, you don't need to remove much, but I think just taking out a couple of the less important abilities would help out. Consider simply turning some of them into mysteries available to the Shadow Nefarite; that way you can keep the possibility of using them, and the flavour, but keep balance by making them a trade-off for the use of other mysteries.


I guess you're right!


Omfg so convoluted :mymy:

Its not really that complicated once you spend a minute looking at it. It essentially has 4 separate sets of entry requirements. It could probably be written better but its only convoluted on first glance.

:D I guess it should just be wrote differently, maybe making entirely different and separated entry requirements blocks based on the class you want to privilege, but that way one might forget that having more than one special prerequisite is the best option... I will think something about it!



Very cool.


About the mystery progression... instead of adding the extra clutter of having a specified Nefarite progression for those without previous shadowcasting experience, you should probably just allow the Nefarite to add the "+1 shadowcasting level" to any base shadowcasting class, even if he doesn't have any level in it. So, a level 2 Nefarite could use mysteries as a level 1 Shadowcaster, if he had no shadowcasting experience before entering the class.


Thank you! As you can see, the Black Code is related to the strange progression which is different coming from shadowcaster etc.
The point is: I just don't want charcaters who didn't have access to shadowcaster mysteries to suddenly gain access to them and that's because this way they would be forced to forgo the 5th and 6th level mystery, since they don't have two 4th level mysteries to gain the 5th and so on. It's a way to previlege the ones that had some shadowcaster levels and make them "the masters"...
But your idea about progression is REALLY FINE. I didn't think about it: it makes things simpler! I would just have to specify that you don't gain access to shadowcaster mysteries unless you already had.
GREAT.


I like how these keep the class in synch with the classes they used to qualify.


Thank you, I thought they would have been a little unclear as the entry requirements, but maybe cleaning up the requirements and the wording of the Ways will solve the problems, if any.


For uses per day only, or also for the ways in which it can be used?? After reading the subsequent abilities, I'm inclined to think you meant the former.


Uses per day, Ki points. I will specify it!


Only 2 readied manoeuvres is quite few. I would suggest starting them off with at least 1 (possibly 2) and eventually bringing them up to 3 or 4 at level 10. Manoeuvres known should be about 2-3 higher than the number readied.


Yes, it's not on par with the power of Sneak Attack, I will change it. It's just that I wanted this progression to stay concentrated on level 1, 4, 7, and 10, in order to keep the progression as for the other Ways.


Looks good, but it should be "at firt level, and every level divisible by 5 thereafter". As written, it would be 1,6,11, etc, instead of 1, 5, 10, as it seems you intended it.


I will correct this too!


Ehhh... I don't like random, or being forced to play a character with abyssal tendencies. Flavour should be in the player's hand, IMO. This would be the first thing I cut.


Abyssal heritor feats are pretty nice feats and it specifically says that they aren't inheirantly evil. Their only drawback is that having more than one changes your alignment to chaotic. You can avoid even that by taking ordered chaos (one of the possible prerequisite feats for the class). I don't understand why you'd object to extra fairly good feats, but if you don't like them just cut that out of the class if you play it. The flavor is already there... its a dark chaotic killer type prc... and I think these feats fit just fine.

Heh, here I have to say I agree with forsaken1111. These feats have the peculiarity of becoming more powerful the more feats of this type you take. Since you probably already have one before entering the class, I bet that even if they're random you will like them...
One change I could make could be to have one of them fixed, being Chaotic Spell Recall changed to be applicable to mysteries. This way the compatibility with that feat that I state in the mystery progression is not just a compatibility but becomes a sure thing.


Sweet. Charisma FTW. As it stands, the bonus is untyped, and therefore applies on both touch and flat-footed AC, and stacks with everything. Not necessarily a problem, but is that how you intended it??


Yes, this is the powerful feature of the class... It is intended to be powerful! :)


And lastly, no matter what I rip on, I think it's a well made class. Keep up the good work, and I look forward to seeing how you incorporate my Assassin.

And I'm very pleased! Thank you for you're help!

I think I will remove Shadow Demon Skin and make it a fundamental or something like that.
I could also make Silent Soul a mystery, but always a fundamental, since the other paths are really "full". I could add another Apprentice path, but not another Initiate path because that would make it possible for people without Shadowcaster levels to get the 5th and 6th level of mysteries and we don't want that.

Many many thanks to both of you! This is the best feedback I ever got and I will use it well.
Stay tuned for the changes! :cool:
LordArchaon

04-22-07, 01:40 PM
CHANGELOG:


I totally reworked the shadowcasting progression and now it's very very simple and clean. :)
Reworded Stalker's Way to Twilight so that it's more clear
The maneuvers progression for the Warrior's Way is now stronger.
The Silent Soul class feature (which was powerful) was made a Fundamental, to balance things up a bit.
The Shadow Demon Skin class feature-mystery was changed so that using it expends a daily use of a mystery, making it less powerful.
The first random Abyssal heritor feat is now the Chaotic Spell Recall feat, that before had a very chaotic role in the class and its spellcasting system... ;)
The second random Abyssal Heritor feat is still random but an option to actually choose it is given.


Now I just want to see if I can get with more ideas in order to come out with a totally new path of mysteries, to include Shadow Demon Skin there and definitely clean-up the class.
And last but not least, I will come up with the new Assassin's Way, especially made for LordPendragon's Apocalypse Assassin (http://boards1.wizards.com/showpost.php?p=12148554&postcount=4)! :)
forsaken1111

04-23-07, 07:35 AM
How many more classes are you going to incorporate into it? A prestige class that almost anyone can enter isn't really prestigous.

Maybe you should just make separate versions of the class; Shadow Monk, Shadow Assassin, Shadow Ninja, Shadow Blade (martial adept), and... I don't know what you'd call the one for shadowcasters.

You could give them all their own flavor that way without having one bloated class with 6-7 sets of entry requirements.
LordArchaon

04-23-07, 09:59 AM
How many more classes are you going to incorporate into it? A prestige class that almost anyone can enter isn't really prestigous.

Maybe you should just make separate versions of the class; Shadow Monk, Shadow Assassin, Shadow Ninja, Shadow Blade (martial adept), and... I don't know what you'd call the one for shadowcasters.

You could give them all their own flavor that way without having one bloated class with 6-7 sets of entry requirements.

The Ways may all be treated as optional.
It's something like a "MetaPrC": the master decides which "subset" of it to use.

The requirements in common for all are not so "light". You're putting yourself into Abyssal Heritor feats (going to change alignment in most cases) and you're going A: to get into a casting class with low BAB (shadowcaster) or B: to have ranks in some skills that you wouldn't have used (Spellcraft and Knowledge (The Planes)).

Also take into account that having levels in shadowcaster makes the PrC much more "prestigious" since you will get access to the most powerful mysteries: Goju's Embrace (5th level) empowers (actually doubles) the effects given by your Abyssal Heritor feats, while Shroud of the Shadow Dragon is a save or die effect that has a second very clever usage of disappearing completely, and for big amounts of time if desired.

After all, if you think about it, most PrCs can be accessed by MANY MANY base classes. My PrC is only different because it advances (with some changes) some of your previous abilities.

For example, most roguish PrCs have Sneak Attack as requirement, but the rules say that Sudden Strike may be treated as Sneak Attack for the purpose of entering PrCs with that requirement. So every PrC like that could well have among its ranks rogues, ninjas, spellthieves, lurks, swordsages with the Assassin's Stance and nearly every character with the Assassin's Stance taken by feats.

Also note that both the Samurai Way and the soon-to-be-written Assassin Way are based on custom classes!
LordArchaon

04-25-07, 11:01 PM
Hopefully, I'm not going to change anything anymore.

I added the description of the mysteries in the list with the trick of the Hide/Show element (of which I'm now making big use!), corrected some of the mysteries and added the optional Assassin Way for LordPendragon's Apocalypse Assassin!

If you can, please give some feedback about the mysteries too, since they truly are an important part of the mechanics of the class!
LordArchaon

06-11-07, 03:23 PM
Changed the second post a bit, with a good sample encounter in standard format.

More sample encounters will come with time, in order to give you a good idea of what this PrC can do for many types of characters. :)
LordArchaon

06-11-07, 06:06 PM
THE LUNAR WAY:

Here comes a new tribute to a custom class, and consequently, a bunch of new class features for the shadow nefarites that come from the great Engetsu Shinobi class by Damon_Caskey (http://boards1.wizards.com/showthread.php?t=670865)!
It's a powerful class and it's not easy to balance the integration with the Shadow Nefarite.
What helps is that an Engetsu Shinobi has to maintain Lawful alignment and this, combined with all the entry requirements, makes for a hard qualification.

Here is the needed addition to the Entry Requirements:

Entry Requirements:

Special: +2d6 Lunar Strike.

And here are the three Lunar Way features:

Ways to Twilight:

The Engetsu shinobi who become shadow nefarites experiment what other spellcasters call the effect of the Creeping Darkness. Their traditional spellcasting abilities mutate and become one with the newly acquired shadowy arts.

Engetsu shinobi: Instead of Sneak Attack or Sudden Strike, you gain an additional +1 level of shadowcaster. Plus, you can always select shadowcaster mysteries in lieu of shadow nefarite mysteries, and you cast all mysteries as a shadowcaster (using Intelligence instead of Wisdom), but must follow the rules of the Black Code while doing so.
Each time you gain an additional +1 level of shadowcaster you loose two levels of Engetsu shinobi's spellcasting. If you don't have two caster levels left, you don't gain any benefits until you attain a sufficient Engetsu shinobi level again.

Ways to Darkness:

An Engetsu shinobi that achieves such a good training as a shadow nefarite is rewarded with great magic resiliency, given by the supernatural prowess of both his trainings.

Engetsu shinobi: You gain the Lunar Mantle bonus feat even if you don't meet the prerequisites. In addition, your shadow nefarite and Engetsu shinobi levels stack for the purpose of calculating your spell resistance. You will be able to qualify for Greater Lunar Mantle and Lunar Mantle Penultimate even if you don't have the Lunar Serenity class feature.

Ways to Shadow:

The ultimate combination of the Engetsu arts with the shadow nefarite's secrets is a mysterious gift by some dark abyssal entity that has not yet found a plausible explanation...

Engetsu shinobi: You gain a lesser invocation as a warlock of half your (shadowcaster) caster level, and from now on you are treated as a warlock of half your caster level. You can learn new invocations by the means of the Extra Invocation feat.

____________________________________

The Lunar Mantle, Greater Lunar Mantle, and Lunar Mantle Penultimate feats are described in the Appendix B (http://boards1.wizards.com/showpost.php?p=9634778&postcount=3) of the Engetsu shinobi thread (http://boards1.wizards.com/showthread.php?t=670865).

The Lunar Way is focused on shadowcasting and gives some warlock power to the Engetsu Shinobi. Note that loosing Lawful alignment would result as a loss of both Lunar Way to Darkness and Lunar Way to Shadow, so the Ordered Chaos feat is mandatory if such levels are meant to be reached.
Hope you like this, and to Damon_Caskey, I'm waiting for your comments!
LordArchaon

06-11-07, 08:36 PM
http://img485.imageshack.us/img485/5872/assassin2en7.png
- Nekashiik "Mortal Caress": grand master of the Black Moon sect.

Sample Encounter

EL 20: Nekashiik is the most feared assassin of her metropolis. She has created her own combat style, combining the Assassin Way with the Lunar Way, becoming adept at both advanced shadowcasting and exotic ranged combat.
She is famous for transforming her opponents into shadows forever, a power that only few other shadow nefarites achieve.
Having broken the strict laws of the Engetsu clan, with which Nekashiik started her training, she is constantly at war with it, along with all her apprentices of the Black Moon.
The sect has a bunch of other ex-Engetsu members, but most of the sect adepts are assassins trained into ranged combat and with some extra shadowcasting training.
PCs may come to find that street violence and guerrilla in the metropolis is caused by the clash between the two groups, and they may eventually become allies or enemies of Nekashiik depending on their chosen allegiance.

Nekashiik "Mortal Caress", grand master of the Black Moon CR 20

Female human *Engetsu shinobi 6/Apocalypse assassin 4/shadow nefarite 10
CN Medium humanoid
Init +0; Senses Listen +0, Spot +0; [darkvision/blindsense/scent]
Aura
Languages none
________________________________________

AC 10, touch 10, flat-footed 10; [Dodge]
(+0 size, +0 Dex, +0 natural)
hp 0 (0 HD); fast healing/regeneration; DR 0/-
Immune none
Resist acid 0, cold 0, fire 0, electricity 0; SR none
Fort +0, Ref +0, Will +0
________________________________________

Speed 0 ft. (0 squares), fly 0 ft., swim 0 ft., burrow 0 ft.
Melee [Attack] [attack bonus] (damage) or
[Full attack here]
Space 0 ft.; Reach 0 ft.
Base Atk +16; Grp +0
Atk Options [Feats, and abilities like improved grab/pounce]
Special Actions [Special abilites]
Spell-like Abilities (CL ?)
[Uses per day, followed by spells]
Mysteries Known (CL 17th):
Initiate Paths
6th-- Voyage Into Shadow (spell, 1/day), Shroud of the Shadow Dragon (spell, 1/day, DC 22).
5th-- Goju's Embrace (spell, 1/day), Pass into Shadow (spell, 1/day).
4th-- Step Into Shadow (spell, 1/day), Shadow Brother (spell, 1/day).
Apprentice Paths
3rd-- Edge of Nothing (spell-like, 2/day), Umbral Touch (spell-like, 2/day, DC 19).
2nd--Fierce Shuriken (spell-like, 2/day), Flesh Fails (spell-like, 2/day, DC 18).
1st--Darken the Veil of Sleep (spell-like, 2/day, DC 17), Life Fades (spell-like, 2/day, DC 17).
Fundamentals
0--Dark Sleep (superantural, 3/day, DC 16), Kuji-Kiri (supernatural, 3/day, DC 16), Reflection of Memory (supernatural, 3/day, DC 16), Silent Soul (supernatural, 3/day), Silent Sound (supernatural, 3/day), Caul of Shadows (supernatural, 3/day).
________________________________________

Abilities Str 14, Dex 22, Con 12, Int 18, Wis 14, Cha 22 (see Possessions below)
SQ [type traits (such as tanar'ri traits) followed by any other special qualities]
Feats Quick Draw, Improved Unarmed Strike (B), Lunar Variation (Strike), Endurance (B), Run (B), Claws of the Beast, Shadow Blade, Demonic Skin, Practiced Spellcaster, Dimensional Jaunt, Gloom Razor, Chaotic Spell Recall (B), Cloak of the Obyrith (B)
Skills Hide +0, Listen +0, Spot +0
Possessions [Weapons and armor, followed by any other items the creature may carry]
________________________________________

Special Ability (Ex/Sp/Su) Description.

Special Ability (Ex/Sp/Su) Description.
________________________________________
Alpha_Moose

06-11-07, 10:26 PM
Wow. Man this is going good. It's more like your making five PrCs in one, plus a whole bunch of other stuff on the side. Mind if I try to make a sample encounter with my class, or do you want to do that? I know that I couldn't get a good picture. Where do you get yours anyways?
LordArchaon

06-12-07, 08:19 AM
Wow. Man this is going good. It's more like your making five PrCs in one, plus a whole bunch of other stuff on the side. Mind if I try to make a sample encounter with my class, or do you want to do that? I know that I couldn't get a good picture. Where do you get yours anyways?

Heh! Thanks! I was going to ask you what should we do with the Shadow Warrior! :)
The pictures are characters from a video game named Magna Charta.
There's only one left that could fit! Here it is (http://www.thefoto.ru/uploads/posts/1156496474_ferenan.jpg).
Do you like it? If yes, I can make a transparent and resized version for your sample encounter!
However, I will try to find more of them!
Alpha_Moose

06-12-07, 04:20 PM
Heh! Thanks! I was going to ask you what should we do with the Shadow Warrior! :)
The pictures are characters from a video game named Magna Charta.
There's only one left that could fit! Here it is (http://www.thefoto.ru/uploads/posts/1156496474_ferenan.jpg).
Do you like it? If yes, I can make a transparent and resized version for your sample encounter!
However, I will try to find more of them!
That's a nice picture. I should mention that I'm bad at fluff, so you might want to take care of that. Let me try to make a build though. I'm sure I can have one up and running in... a while.
LordArchaon

06-12-07, 08:15 PM
THE LURK WAY:

And now let's give some love to the Lurk too.
I want to repeat that these ways are all optional as are all the original ways: they're here for adaption and should used for adaption. In a certain campaign Shadow Nefarites could only choose between the Ascetic and Stalker Way, while in other ones, maybe psionic ones, this could be the one of choice.

Here is the needed addition to the Entry Requirements:

Entry Requirements:

Special: Lurk Augment (Deceptive Strike).

And here are the three Lurk Way features:

Ways to Twilight:

The lurks that enter a shadow nefarite sect continue to train their minds for combat and while stopping researching new psionics, they still gradually attain more power. They can also choose to trade known psionic powers for more shadowcasting.

Lurk: Instead of Sneak Attack or Sudden Strike, you gain the Psionic Talent feat and you can choose to trade 2 manifester levels (loosing powers known, but not power points acquired with those levels) for 1 shdowcaster level. If you do, you gain access to a shadowcaster Apprentice, and eventually Initiate, path of choice. Plus, your levels in the shadow nefarite prestige class stack with those in the lurk class for the purpose of accessing new lurk augments, and the key ability to learn mysteries is Intelligence instead of Wisdom for you.

Ways to Darkness:

After the initial difficulties while adapting to such divers powers, the shadow nefarite lurks suddenly discover that their newly found links to dark entities can be used to gain greater assassination prowess than before.

Lurk: From now on, you gain +1d6 Psionic Sneak for every 2 Abyssal Heritor feats you possess.

Ways to Shadow:

Continuing to tap on their dark powers, such masters in the arts of shadow and psychic combat reach the peak of their ability.

Lurk: From now on, you can apply one Lurk Augment at once for every 2 Abyssal Heritor feats you possess.

____________________________________

I'm really thinking that this kind of standard: giving bonuses depending on the Abyssal Heritor feats, thus making it increasable with the Goju's Embrace mystery, could be the right way for every Way to Darkness and/or Way to Shadow... I will try to find if it is possible. Suggestions are welcome as always!
LordArchaon

06-13-07, 09:20 PM
I really got every "Way" changed towards a standard which emphasizes Charisma dependency and an "addiction" to Abyssal Heritor feats.
I also made changes to rebalance everything, I will post a changelog if I don't see enough critiques and comments.
I will now present every the new version of every way that I had created, but I repeat: the PrC is not meant to permit all the ways I created.
They just represent various sects and schools among the shadow nefarites, and depending on the campaign, there could be more ways, fewer ways or different selections of ways.

STALKER'S WAYVery defensive, with empowered Ki dodge, and extra spellcasting.
Changed requirement: Ghost StepTwilight: Your levels in shadow nefarite stack with your ninja levels for the purpose of calculating your total amount of level-based Ki points, and the level you get new usages for your Ghost Step class feature.
From now on you get Sudden Strike.
Darkness: You gain the Ki Dodge class feature as a ninja of 6th level, but the amount of miss chance is equal to 10% for every Abyssal Heritor feat you have.
Shadow: You can now use your Ki points to gain extra uses of mysteries, expending 1 Ki point for every level of the mystery you want to use beyond daily limits. For example, you could spend 3 Ki points to gain 3 new uses for a 1st level mystery or 1 new use for a 3rd level mystery. Note that you can use this technique only to recover mysteries exclusive to this class, not mysteries from other shadowcaster's paths, for example.
The number of Ki points you can expend, and so the maximum level mystery you can reuse is equal to your Charisma modifier.
ASCETIC WAYFocus on special attacks, with empowered Quivering Palm as final ability.
Additional requirement: Stunning FistTwilight: Your levels in shadow nefarite stack with your monk levels for the purpose of determining your unarmored speed bonus, Ki Strike class feature, and the number of daily attempts of your Stunning Fist feat.
From now on you get Sudden Strike.
Darkness: You gain the Slow Fall class feature, but the distance you can fall without taking damage is equal to 20 ft. for every Abyssal Heritor feat you have. You also add ½ the number of Abyssal Heritor feats you have as a profane bonus to your Stunning Fist DC.
Shadow: You gain the Quivering Palm class feature as a monk of 15th level, with the exception that you use your Charisma modifier, may use it a number of times per week equal to your Charisma modifier, and your shadow nefarite levels stack with the monk ones in order to calculate the DC. You also add ½ the number of Abyssal Heritor feats you have as a profane bonus to your Quivering Palm DC.
ROGUE WAYFocus on Skill Tricks, progression of Uncanny Dodge, and extra goodies for true rogues.Twilight: Your levels in shadow nefarite count as rogue levels for the purpose of gaining or advancing the benefits of the Uncanny Dodge class feature.
From now on you get Sneak Attack.
Darkness: You acquire a number of Skill Tricks equal to ½ the number of Abyssal Heritor feats you have, and each day you can select different ones, but you must always meet the requirements of every Skill Trick you learn. You also gain an extra +1d6 of Sneak Attack or, optionally, a rogue's Special Ability if you have rogue levels.
Shadow: You gain extra usages per encounter for the skill tricks you learn through the Rogue's Way to Darkness equal to your Charisma modifier. You can use all your extra usages on one trick or distribute them between more tricks freely. You also gain an extra +1d6 of Sneak Attack or, optionally, a rogue's Special Ability if you have rogue levels.
MARTIAL WAYMixes swordsage and warblade features and allows multiple stances as a peak ability.Twilight: Your add your full shadow nefarite level to your initiator level to determine your total initiator level and your highest-level maneuvers known.
Instead of Sneak Attack or Sudden Strike you gain one extra maneuver readied, and two new maneuvers known or one new stance known, alternatively.
Darkness: You gain both the Insightful Strike and Battle Ardor class features but instead of adding Wisdom or Intelligence modifier, you add the number of Abyssal Heritor feats you have.
Shadow: You can benefit from multiple Shadow Hand stances at the same time for a limited number of times per day equal to your Charisma modifier, and for a fixed number of rounds each time equal to ½ the number of Abyssal Heritor feats you have. The number of simultaneous stances is equal to ½ the number of Abyssal Heritor feats you have.
SAMURAI'S WAYFocus on damage, tracking of prey and extra spellcasting on slaying.Twilight: Instead of Sneak Attack or Sudden Strike, you gain an additional +1d6 to your Mark (Cut Once) class feature.
Darkness: You gain the Greater Path of the Samurai (Wind) class feature with the exception that you gain blindsense equal to 10 ft. for every Abyssal Heritor feat you have. You also gain Track as a bonus feat.
Shadow: You gain the Mark (Pass Through) class feature with the difference that the immediate movement is equal to 5 ft. for every Abyssal Heritor feat you have.
A number of times per day equal to your Charisma modifier, during the immediate movement, you can also cast a mystery during the same action and beyond daily limits, but the mystery's level must not be greater than ½ the number of Abyssal Heritor feats you have.
ASSASSIN'S WAYComplete focus on ranged attacks. Empowered cloaking/camouflage as capstone.Twilight: Your levels in shadow nefarite count as rogue levels for the purpose of gaining or advancing the benefits of the Uncanny Dodge class feature.
Instead of Sneak Attack or Sudden Strike, you gain an additional +1 dodge bonus to your AC.
Darkness: You gain Improved Combat Style (critical hits) and Shadow Mastery, both with the exception of being applicable to all light weapons with range increment, but only to them. This overrides the restriction to Shadow Hand weapons of the Shadow Mastery class feature.
Plus, instead of adding +1d6 damage with your Shadow Mastery, you add damage equal to the number of Abyssal Heritor feats you have.
Note that your shadow nefarite levels count as initiator levels for the purpose of learning the new Shadow Hand stance given by the Combat Style class feature.
Shadow: You gain the Throw Dagger (Swift) class feature. A number of times per day equal to your Charisma modifier, you can also cast a mystery during the same action, but the mystery's level must not be greater than ½ the number of Abyssal Heritor feats you have.
You also improve your Cloaking class feature, gaining camouflage in every area and with a distance from features equal to 5ft. for every two Abyssal Heritor feats you have.
ENGETSU WAYTransforms previous spellcasting and gain empowered vision or SR. Surprise capstone.Twilight: If you have the Implement Focus or Implement Extension eats, you can use them as Metashadow feats, once per day, on your mysteries.
Instead of Sneak Attack or Sudden Strike, you gain an additional +1 level of shadowcaster by sacrificing two levels of arcane spellcasting given by the Engetsu shinobi class.
You are also able to select shadowcaster mysteries in lieu of shadow nefarite mysteries, and you cast all mysteries as a shadowcaster (using Intelligence instead of Wisdom), but must follow the rules of the Black Code while doing so.
If at one moment you gain this feature but don't have two Engetsu shinobi spellcasting levels left, you don't gain the benefit until you gain a sufficient Engetsu Shinobi level.
Darkness: You gain the Lunar Vision feat with the exception of having darkvision equal to 10 ft. + 10 ft. for every Abyssal Heritor feats you have, or you gain the Lunar Mantle feat with the exception of having your shadow nefarite levels stack with Engetsu shinobi levels, and an extra profane bonus to the resulting SR equal to the number of Abyssal Heritor feats you have.
Shadow: You gain the Lunar Sight feat with the exception of having blindsight (instead of blindsense) equal to 5 ft. for every Abyssal Heritor feats you have, or you gain the Lunar Mantle, Penultimate feat with the exception of having your shadow nefarite levels stack with Engetsu shinobi levels, using your Charisma modifier instead of Intelligence modifier, and an extra profane bonus to the resulting SR equal to the number of Abyssal Heritor feats you have.
You also gain the Ki Clout feat as a bonus feat and may treat your unarmed strikes as made of Shadowstriking metal for a limited number of times per day equal to your Charisma modifier, and for a fixed number of rounds each time equal to ½ the number of Abyssal Heritor feats you have.
LURK'S WAYMixes psionics with shadowcasting, and reaches high prowess in the end.Twilight: Your shadow nefarite levels stack with your lurk levels for the purpose of determining Lurk Augment usage and selection.
Instead of Sneak Attack or Sudden Strike, you gain Psionic Talent as a bonus feat.
Darkness: You can cast your mysteries beyond their daily limits by expending a number of power points equal to the standard cost of a psionic power of a level one higher than the mystery's level. Mysteries casted in this fashion always count as supernatural abilities.
Shadow: A number of times per day equal to your Charisma modifier, you can use a number of Augments at once equal to ½ the number of Abyssal Heritor feats you have.

Note that these changes are also thought with the Goju's Embrace 5th level mystery in mind: using it will give some minutes in which all your Abyssal Heritor feat-dependent features will eventually double their bonuses.
The mystery needs some modifications, but the purpose is the following.
Since it is a 5th level mystery, only Engetsu shinobis or characters with previous shadowcasting abilities will be able to learn it (because of the mystery learning mechanics, ask clarifications if you're not sure you understand why). So this is meant to encourage two or three levels of shadowcaster in a shadow nefarite build.
Alpha_Moose

06-13-07, 09:49 PM
I just realized that I don't have FC1, so if Abyssal Heritor feats are being used more I can't help there. I can still post the stuff I have/will have, but again it won't have those feats.
LordArchaon

06-13-07, 09:57 PM
Oh, for your NPC, right? Don't worry, just choose if you want some wings, scales, claws, venom, beauty, ugliness, damage reduction, glowing eyes... :D the more you take, the more benefits you could have.
Alpha_Moose

06-13-07, 11:08 PM
Oh, for your NPC, right? Don't worry, just choose if you want some wings, scales, claws, venom, beauty, ugliness, damage reduction, glowing eyes... :D the more you take, the more benefits you could have.
Cool. I'm thinking of a 10th level character: 6th Shadow Warrior, 4th Shadow Nefarite. Looks like a Bastard Sword and Mithral (or that one shadow thing to make it light) Breastplate based on the picture. Just mention the feats you think will be good.
LordArchaon

06-14-07, 10:55 PM
EVERYTHING UPDATED! :)

Alpha_Moose, I will soon think about your shadow warrior NPC, and about his Abyssal Heritor feats especially.
LordArchaon

06-15-07, 08:26 AM
Hey Alpha_Moose, there's also this strange character (http://img256.imageshack.us/img256/9223/roguech0.png) I found, if you prefer...
LordArchaon

06-18-07, 04:29 AM
Added one more way for the subtlest bards, and two new Abyssal Heritor feats.
A few more corrections here and there, especially to Shadow Demon Skin and Shadows and Air class features.
Alpha_Moose

06-18-07, 05:10 PM
Hey Alpha_Moose, there's also this strange character (http://img256.imageshack.us/img256/9223/roguech0.png) I found, if you prefer...
That is quite... strange. I think we should just keep the other one. ;)

The feat Grasp of the Glabrezu looks like it would fit the character well. Give 'em a Large Bastard Sword... yeah. I already have the maneuvers chosen and I think the mysteries (gotta find my notebook). I'm just kinda lazy and need to type up everything.
LordArchaon

06-18-07, 05:36 PM
That is quite... strange. I think we should just keep the other one. ;)

The feat Grasp of the Glabrezu looks like it would fit the character well. Give 'em a Large Bastard Sword... yeah. I already have the maneuvers chosen and I think the mysteries (gotta find my notebook). I'm just kinda lazy and need to type up everything.

That's why I made the feat! :) Ok, I'll post here a draft of it and you tell me how to modify it, what maneuvers etc! :)

http://img464.imageshack.us/img464/7537/shadowwarrior2vi2.png
- X "Y": adept of the Z sect.

Sample Encounter

EL 11: ...

X "Y", adept of the Z sect. CR 11

Male human *shadow warrior 6/shadow nefarite 5
CN Medium humanoid
Init +0; Senses Listen +0, Spot +0; [darkvision/blindsense/scent]
Aura
Languages none
________________________________________

AC 10, touch 10, flat-footed 10; [Dodge]
(+0 size, +0 Dex, +0 natural)
hp 0 (0 HD); fast healing/regeneration; DR 0/-
Immune none
Resist acid 0, cold 0, fire 0, electricity 0; SR none
Fort +0, Ref +0, Will +0
________________________________________

Speed 0 ft. (0 squares), fly 0 ft., swim 0 ft., burrow 0 ft.
Melee [Attack] [attack bonus] (damage) or
[Full attack here]
Space 0 ft.; Reach 0 ft.
Base Atk +7; Grp +0
Atk Options [Feats, and abilities like improved grab/pounce]
Special Actions [Special abilites]
Spell-like Abilities (CL ?)
[Uses per day, followed by spells]
Mysteries Known (CL 10th):
Initiate Paths
4th-- (1)
Apprentice Paths
3rd-- (2?)
2nd-- (2?)
1st-- (2?)
Fundamentals
0-- (4)
________________________________________

Abilities Str ?, Dex ?, Con ?, Int ?, Wis ?, Cha ?
SQ [type traits (such as tanar'ri traits) followed by any other special qualities]
Feats Claws of the Beast, Grasp of the Glabrezu, Demonic Skin, Chaotic Spell Recall (B), Exotic Weapon Proficiency (Bastard Sword), (?)
Skills Hide +0, Listen +0, Spot +0
Possessions [Weapons and armor, followed by any other items the creature may carry]
________________________________________

Special Ability (Ex/Sp/Su) Description.

Special Ability (Ex/Sp/Su) Description.
________________________________________
Alpha_Moose

06-18-07, 10:05 PM
Let's see...

Class abilities: AC Bonus and Evasion, Shadow Demon Skin 1/day, Chaotic Spell Recall, Martial Ways of Twilight and Darkness.

Maneuvers and Stances Known (IL 11th):
Stances-Child of Shadows (1st), Assassin's Stance (3rd), Step of the Dancing Moth(5th)
Strikes-Steel Wind (1st), Sapphire Nightmare Blade* (1st), Drain Vitality (2nd), Shadow Garrote* (3rd), Strength Draining Strike (3rd), Hand of Death* (4th)
Boosts-Cloak of Deception* (2nd), Bloodletting Strike* (5th)
Disciplines: Diamond Mind, Iron Heart, Shadow Hand
* Readied Maneuver

Mysteries Known (CL 10th):
Initiate Paths
4th-- Shadow Brother (spell 1/day)
Apprentice Paths
3rd-- Clinging Darkness (spell-like 2/day)
2nd-- Black Fire (spell-like 2/day), Shadow Skin (spell-like 2/day), Jealous Fury of Ededei (spell-like 2/day)
1st-- Carpet of Shadow (spell-like 2/day), Dusk and Dawn (spell-like 2/day), Whispers of Nothingness (spell-like 2/day)
Fundamentals
0-- Dark Sleep (supernatural 3/day), Reflection of Memory (supernatural 3/day), Silent Soul (supernatural 3/day), Silent Sound (supernatural 3/day)

By the way, does the twin made by Shadow Brother get their maneuvers?

For the last feat Adaptive Style works. She has a +1 Shadowstrike Large Bastard Sword (2d6 dmg), +1 Mithral Breastplate, some other stuff probably.

Abilities are
Str 12, Dex 14, Con 14, Int 9, Wis 14, Cha 11
(unless I screwed up somewhere).

I can't think of a name and other stuff like that. I'll post more as I think of it, probably modify this post with new stuff in different colors.
LordArchaon

06-19-07, 07:47 AM
By the way, does the twin made by Shadow Brother get their maneuvers?


That's a good question! And here's the strength of it: I guess it gets at least all the non-supernatural ones! (Or maybe the contrary, being it magical... It would even be more balanced, but in that case mysteries should be cast-able too... We need some feedback to answer this)


For the last feat Adaptive Style works. She has a +1 Shadowstrike Large Bastard Sword (2d6 dmg), +1 Mithral Breastplate, some other stuff probably.

Abilities are
Str 12, Dex 14, Con 14, Int 9, Wis 14, Cha 11
(unless I screwed up somewhere).

I can't think of a name and other stuff like that. I'll post more as I think of it, probably modify this post with new stuff in different colors


Adaptive Style was the feat I was thinking! I would suggest a plain +3 Large Bastard Sword (remember he has still a -1 penalty with it). And you know what? It deals 2d8!! :)

The stats seem very week to me (even an Elite monster array beats them: 15, 14, 13, 12, 10, 8, with one bonus point at 4th and one at 8th level you would have one 16 and two 14), but if you want them low, I would suggest making it Con 11, Cha 14: many features are based on Cha, save DCs for the shadow nefarite mysteries among those. But this man could well be a more brutish type, if you want!

Ok, I'll wait for more! Remember that it must be of Chaotic alignment. Good Work!
Alpha_Moose

06-21-07, 03:39 PM
That's a good question! And here's the strength of it: I guess it gets at least all the non-supernatural ones! (Or maybe the contrary, being it magical... It would even be more balanced, but in that case mysteries should be cast-able too... We need some feedback to answer this)
You could base it more off Fission (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersDtoF.html#fission) so that they gain everything but only at half their level or something. Only non-supernatural works too.

Adaptive Style was the feat I was thinking! I would suggest a plain +3 Large Bastard Sword (remember he has still a -1 penalty with it). And you know what? It deals 2d8!! :)

I must have read the wrong thing. But yes, a plain +3 is good.

The stats seem very week to me (even an Elite monster array beats them: 15, 14, 13, 12, 10, 8, with one bonus point at 4th and one at 8th level you would have one 16 and two 14), but if you want them low, I would suggest making it Con 11, Cha 14: many features are based on Cha, save DCs for the shadow nefarite mysteries among those. But this man could well be a more brutish type, if you want!
I knew I did it wrong, well revised it would be:
Str 16, Dex 12, Con 10, Int 8, Wis 14, Cha 14
She's kinda stupid, but this works well.

Ok, I'll wait for more! Remember that it must be of Chaotic alignment. Good Work!
That's mostly everything, I think just skills and other items. Probably some potions, maybe a ring. That and just writing everything in a clean format.
LordPendragon

08-29-07, 01:23 AM
Just came back to read this class after a long absence... I noticed you included an extension for Damon_Caskey's Engetsu Shinobi. It's a great class, although underappreciated, and it looks like you did fairly well in the transition. Personally, though, I think you added too many options to it. The entire class is full of options, but even having several choices in the Engetsu path itself is kind of overkill.
LordArchaon

09-03-07, 07:28 PM
Thanks for checking all this stuff again!
Yeah, I still have to work a little on the Artist's Way and the Engetsu Way... I would like more options for the Artist's Way (or maybe split it into two ways or something, because I would really like a way based on a combat-oriented bard...) and less for the already powerful Engetsu...
I never underestimated the class personally, but I do think it's too powerful. It has it ALL... But well, I like it.

The whole theme of my PrC, as you may have noticed, is having lots of options, but people sometime don't understand that the "Ways" system is not meant to be used entirely. To better characterize the Shadow Nefarites, every master who may decide to introduce them should also consider allowing certain ways and not others...
I think that the Shadow Nefarite PrC reaches a concept of "meta-PrC". I will soon come up with another class that will have exactly the same layout and same systems but with entirely different concept, flavor and everything.
Benign_Shadow_Lord

11-04-07, 06:17 PM
What are Abyssal Heritor feats, or rather where are they found, one of the D&D supplements, Oriental Campaign Guide?
LordArchaon

11-04-07, 06:37 PM
What are Abyssal Heritor feats, or rather where are they found, one of the D&D supplements, Oriental Campaign Guide?

Hi! They're found in Fiendish Codex I, Hordes of the Abyss. It is THE book for demons... :)
Eilistraeeeee

03-28-08, 03:57 AM
I haven't totally read through the thread, so I could be that I missed it, but i'll ask anyway.

First off, great class, I really like the mechanics and how you can enter it with different classes which gives you different benefits, GREAT!!

But I is wondering if I could enter it with just shadowcaster levels.. If i do that, I do not qualify for any of the 6 'ways'. Is that correct, or do I just don't get any benefits from the various Abyssal Ways features??

kindly explain to me, coz I really want to play one :D, it's pretty awesome thinking.
LordArchaon

03-31-08, 08:12 PM
I haven't totally read through the thread, so I could be that I missed it, but i'll ask anyway.

First off, great class, I really like the mechanics and how you can enter it with different classes which gives you different benefits, GREAT!!

But I is wondering if I could enter it with just shadowcaster levels.. If i do that, I do not qualify for any of the 6 'ways'. Is that correct, or do I just don't get any benefits from the various Abyssal Ways features??

kindly explain to me, coz I really want to play one :D, it's pretty awesome thinking.

Hi there and thank you very much!

I think you found out the worst of this PrC: the difficulty in reading the requirements! :D

They are divided into 3 sections. The first is mandatory:
Alignment: Not Lawful Good, not Neutral Good.
Base Attack Bonus: +4.
Skills: Hide 9 ranks, Move Silently 9 ranks.
Feats: any Abyssal Heritor feat. (Keeper of Forbidden Lore may help satisfy other requirements).
So everyone must have all of these.

The second is a A or B choice betwen two requirements which will affect the way the character will learn mysteries:
Shadowcasting: Ability to cast 1st level mysteries, OR
Skills: Knowledge(the planes) 6 ranks, Spellcraft 6 ranks.
If you have the ability to cast mysteries, you'll be able to select mysteries both from your old list and the new one, with the restriction described in the "Black Code" class feature (basically "choose at least one Shadow Nefarite mystery for every 2 class levels"). Plus, your first level in Shadow Nefarite won't count as additional caster level.
If you didn't have the ability to cast mysteries, but have the right skill ranks, which you can easily have if you qualified with the Keeper of Forbidden Lore heritor feat as suggested above, you will only have access to Shadow Nefarite mysteries, and all levels will count as caster levels. BUT, if you later don't gain access to some other mystery-casting class and list, you won't be able to go beyond 4th level mysteries because you'll never have 2 of them, which is the condition to get a higher level one.

The third group of requirement you already understood very well, you just qualify for one or more and consequently choose your favorite ways along the class advancement. Note however that you must qualify for AT LEAST ONE way.

Basically, however, these complicated requirements are made to let you reach this PrC without being a shadowcaster, but strongly suggesting advancing in shadowcaster or equivalent class at least after some levels, in order to "unlock" the best mysteries available to the Shadow Nefarite.
It's surely a bit too complicated, and be sure that with the advent of 4th edition I will revamp this PrC in the new format called Paragon Path and make it waaay more simple and fun. :)
Eilistraeeeee

04-01-08, 05:02 AM
thanks for the replies... It's much more clearer now, I now understand I have to qualify for at least 1 "way". This is a point that isn't made very clear in the original text. All in all, great work (must've cost u some time though)

thanx for the explanation