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| Sleepwalker1366609-09-07, 04:31 PM | Umbral Edgemaster While there has been no official Errata for the Shadowcaster the author suggested the following fixes to the class, the Umbral Edgemaster is written up using the normal write up (with a small reference to the updates in the Mysteries section). However I recommend the updated Shadow Caster over the standard. 1) Grant bonus mysteries per day based on Int. These would work just like bonus spells. For instance, if your Int is 14, you can cast one extra mystery of 1st-level equivalent and one of 2nd-level equivalent per day. (Note that each mystery does give an equivalent level, even though you don't learn them by level.) 2) Eliminate the rule that says you have to take mysteries in a given Path in order. If you want to jump around, so as to broaden your versatility, you can. You must still have at least one mystery of any given level equivalent (1st, 2nd, etc.) before you can get a mystery of the next higher level within a type (Apprentice, Initiate, Master), but they need not come from the same Path. 3) Eliminate the rule that says you get a bonus feat equal to half the number of paths you have access to. Instead, you get a bonus feat equal to the total number of Paths you complete. Thus, while you are no longer required to take the entirety of a given Path, there's still encouragement to do so. 4) Allow the shadowcaster to swap out mysteries, like a sorcerer does spells, with the caveat that if you suddenly "un-complete" a Path, you lose a feat as well. 5) Once your Apprentice Mysteries become supernatural abilities, change the save DC from 10 + equivalent spell level + Cha to 10 + 1/2 caster level + Cha. This makes them useful even against high-HD opponents, and follows the pattern for other supernatural abilities. http://i61.photobucket.com/albums/h57/Sleepwalker13666/Art/GJ.jpg The Umbral Edgemaster is one who has learned to tap into shadow by magic and by blade, and with study of both has found a path to pursue both without abandoning either. To become an umbral edgemaster is to desire the accumulation of power from the plane of shadow. Umbral Edgemasters in the world The Umbral Edgemasters carry with them the stigma that comes with tapping into the powers of the plane of shadow, but most are comfortable with the isolation, rationalizing that if they where meant for this world then why would they have found the power of another. Entry Requirements Skills: Knolwedge Planes: 5 Ranks Martial Lore: 5 Ranks Feats: Shadow Blade Shadow Trickster Mysteries: Completed at least one Apprentice Path Meneuvers and Stances: 4 Shadow Hand Maneuvers 2 Shadow Hand Stances The Umbral Edgemaster is a martial adept that has learned shadow magic, most likly inspired by his shadowhand style to pursue higher magics. The Umbral Edgemaster walks both paths of shadow steel and sorcery. Hit Dice: 1d8 Skills: 4+int Class Skills: Balance, Climb, Concentration, Craft, Hide, Intimidate, Jump, Knowledge: Arcane, Knowledge: Planes, Martial Lore, Move Silently, Profession, Sense Motive, Spellcraft, Spot, and Tumble. Lv B.A.B. Fort Refl Will Special 01) +0 +2 +2 +2 Bonus Fundamental, Continued Discipline, Mysteries 02) +1 +3 +3 +3 Discipline Focus (Insightful Strike) 03) +2 +3 +3 +3 Quick to Act +1 04) +3 +4 +4 +4 Bonus Fundamental, Initiate Mysteries 05) +3 +4 +4 +4 Shadow Veil 06) +4 +5 +5 +5 Quick To Act +2 07) +5 +5 +5 +5 Bonus Fundamental 08) +6/+1 +6 +6 +6 Discipline Focus (Defensive Strike) 09) +6/+1 +6 +6 +6 Quick To Act +3, Master Mysteries 10) +7/+2 +7 +7 +7 Bonus Fundamental, Fundamentals at Will Bonus Fundamental: The Umbral Edgemaster selects an additional fundamental to add to his known list. Continued Discipline: The Umbral Edgemaster continues to gain maneuvers known, maneuvers readied and stances known as though he gained a level of sword sage, however he may only select from the shadow hand and setting sun disciplines. Mysteries: The Umbral Edgemaster continues to gain mysteries as though he gained a level of Shadowcaster, further he continues to gain bonus feats equal to half the number of paths he has access to too (or paths completed if using the shadow caster revision). As with the shadow caster Mysteries cast as spells can be used one time per day, Mysteries cast as Spell Like can be cast twice a day and Mysteries cast as Supernatural Abilities can be used three times a day. Discipline Focus: The Umbral Edgemaster adds his wisdom modifier to his damage roles when using a shadowhand maneuver. Quick To Act: The Umbral Edgemaster gains a +1 bonus to his initiative checks at levels 3, 6, and 9. Initiate Mysteries: The Umbral Edgemaster may now select Initiate Mysteries, further his Apprentice Mysteries are now cast as spell like. Shadow Veil: At will, as a standard action, the Umbral Edgemaster can draw forth a patch of shadowstuff and make a ranged touch attack up to 30 feet, if successful the shadow wraps around the targets eyes concealing their vision. All other creatures count as having concealment against this creature and he takes a -5 to spot check for the duration, the effect last for 1 round per highest level mystery you have known. Master Mysteries: The Umbral Edgemaster may now select Master Mysteries, he now uses his Initiate Mysteries as Spell Like Abilities and Apprentice Mysteries ans Supernatural Abilities. Fundamentals at Will: The Umbral Edgemaster may uses his known fundamentals at will. ------------------------------------ New Shadow Hand Stances Umbral Shield School: Shadow Hand (Stance) Level: Swordsage 3 Prerequisite: 1 Shadow Hand Stance, 2 Shadow Hand Maneuvers Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance (see below) "You spin down into a defensive stance, your shadow splits around you covering you from every angel." Use of this maneuver splits the initiators shadow into 8 separate shadows, whenever a melee attack (including melee maneuvers) would hit the initiator, one of the shadows immediately spins in the way and becomes substantial enough to stop the attack from hitting the initiator, but the shadow is destroyed. Once all 8 shadows have been destroyed the stance is abandoned. The stance cannot be initiated again until the initiator performs his 5 minute meditation to regain maneuvers. Umbral Essence School: Shadow Hand (Stance) Level: Swordsage 2 Prerequisite: 1 Shadow Hand Stance Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance " Your shadow merges with your feet and begins crawling up your body, you feel your very being merging with the essence of shadow." While in this stance you gain a 20% miss chance from physical attacks, however your physical attacks also have a 20% miss chance. New Mystery Paths Nocturnal Blade 1 Shadow Knife: Create a small dagger of shadow that can deal cold damage. 2 Umbral Blade: Calls a short sword of shadowstuff into being. 3 Obsidian Edge: Create an umbral bastard sword with potent abilities. Obsidian Edge Apprentice, Nocturnal Blade Level/School: 3rd/Conjuration Range: Personal Effect: Personal Duration: 1 round level. Saving Throw: No Spell Resistance: No "The caster puts both her hands together as the shadows around pool to her hands, a large black blade extends from her hands." This mystery creates a bastard sword of shadow, this functions as a +3 brilliant energy weapon of icy burst. The caster is considered proficient with this weapon. Shadow Knife Apprentice, Nocturnal Blade Level/School: 1st/Conjuration Range: Personal Effect: Personal Duration: 1 round per 2 levels maximum 5 rounds. Saving Throw: No Spell Resistance: Yes "The Caster draws the surrounding shadows into her hand and a small black dagger forms into her palm." This mystery creates a dagger of shadow, this functions as a +1 dagger and deals 1d4 physical damage and 1d4 cold damage. When attacking a creature the caster can make an attack at a -5 penalty to impale and lodge the dagger in place, if successful the dagger will continue to deal it's cold damage each round if it is lodged into a creature at he begging of the casters round. A caster must overcome a creatures spell resistance (if any) when attacking with this weapon, failure forces the blade back into the plane of shadow. Umbral Blade Apprentice, Nocturnal Blade Level/School: 2nd/Conjuration Range: Personal Effect: Personal Duration: 1 round per level maximum 10 rounds. Saving Throw: No Spell Resistance: No " The caster holds up her hand and draws the surrounding darkness to her, a three foot bade of darkness extends from her palm." This mystery creates a short sword of shadow, this functions as a +2 ghost touch weapon of frost. |
| bkdubs12309-09-07, 07:04 PM | My problem with this (kinda the same problem I had with your Incanter, and to a broader range the same problem I have with PrCs like the Mystic Theurge) is that its sort of bland. It doesn't really gain anything to show that the character is learning both at once, but also learning to combine the two styles. If I want to learn two styles at once I multiclass. If I want to combine two styles I prestige class. I would look to the Jade Phoenix Mage for a great example of a class that not only learns both martial manuevering and arcane spellcasting, but one that also gains talents to combine the two approaches into something unique. The only "unique" power this class gets is Shadow Veil which is really a reserve feat given to this class to use without needing arcane spells prepared. If you want to make new mystery paths and new martial manuevers, but make them only for this class. The Jade Phoenix Mage got class features that were mechanically identical to stances. You could do the same thing, or not, but move towards unique class features that streamline and synergize the multiclass rather than just continuing to advance both evenly. |
| Sleepwalker1366609-10-07, 04:02 AM | My problem with this (kinda the same problem I had with your Incanter, and to a broader range the same problem I have with PrCs like the Mystic Theurge) is that its sort of bland. It doesn't really gain anything to show that the character is learning both at once, but also learning to combine the two styles. If I want to learn two styles at once I multiclass. If I want to combine two styles I prestige class. I would look to the Jade Phoenix Mage for a great example of a class that not only learns both martial manuevering and arcane spellcasting, but one that also gains talents to combine the two approaches into something unique. The only "unique" power this class gets is Shadow Veil which is really a reserve feat given to this class to use without needing arcane spells prepared. If you want to make new mystery paths and new martial manuevers, but make them only for this class. The Jade Phoenix Mage got class features that were mechanically identical to stances. You could do the same thing, or not, but move towards unique class features that streamline and synergize the multiclass rather than just continuing to advance both evenly. Thank you for your feedback, this class wasn't meant to be a merger of the styles unlike my Incanter, rather like the mystic theaurge, a basic hybrid, it was thought it up on the fly, I might be able to think up a few ways to make it more interesting, but I'm open to suggestions. My invoker of the forgotten is probably the better of the hybrid classes I have come up with, because it does merge the class features better. The Shadow Veil was in fact taken from the reserve feat, I was originally going to make it a prereq feat, but used it to fill a dead level instead. The stances and feats I originally though of making exclusive to the Umbral edgemaster, but the shadow caster doesn't have a whole lot to work with as is, so I didn't want to take ammo out of their hands, the stances might work though. |
| bkdubs12309-10-07, 12:28 PM | its cool. the reason classes like Mystic Theurge don't shine is that even if the class isn't designed (fluff-wise) to combine the two talents, eventually through the process of using both at once, the character would develop his own tricks through using them both (well, that is if they synergize as well as two disciplines tied to the Plane of Shadow). |
| gino09-10-07, 02:33 PM | I really like the idea, even though I think like one of the previous posters - it's a pity the PrC doesn't develop something new out of the Shadow magic / Swordsage combo. However, is it me or is it a tad too much to have: * HD - D8 * 3 good Saves * 3/4 BAB, as the Swordsage * the same progression as the Swordsage (with 2 Disciplines only, granted) * a progression in Shadow Magic * other bonuses At first glance it may seem too much, and I see no reason not to enter this PrC rather than continuing on a SwS / ShM progression. cheers, Gino |
| Sleepwalker1366609-10-07, 03:11 PM | I really like the idea, even though I think like one of the previous posters - it's a pity the PrC doesn't develop something new out of the Shadow magic / Swordsage combo. However, is it me or is it a tad too much to have: * HD - D8 * 3 good Saves * 3/4 BAB, as the Swordsage * the same progression as the Swordsage (with 2 Disciplines only, granted) * a progression in Shadow Magic * other bonuses At first glance it may seem too much, and I see no reason not to enter this PrC rather than continuing on a SwS / ShM progression. cheers, Gino Thank you for your feedback, the reason for the three good saves was the shadow caster gains a good fort and good will, while the sword sage gains a good will and good reflex, however I would not be opposed to lowering one. When I make hybrid classes I tend to take a gestalt approach, and some times that is too much. But I can understand where it looks like a lot on paper, I haven't got to play one of these yet, but I was planning on my next villain being one, if the party and her clash any time soon I'll let you know how it went. Also if you have any suggestions on where to trim let me know. |
| Sleepwalker1366604-28-08, 01:58 PM | :bump: |