Shadow Arcanist [4E Class, Feats, Paragon Path, & Ritual]

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#1

paulstrait

May 14, 2010 3:00:11
This post contains a paragon path, several feats, a ritual, and several powers from level 1 through 30.

I know that someone already made a shadow adept paragon path (basically the same essential idea), but I didn't know about it when I made this for one of my PCs.  In any event, it has a lot of stuff that could be used for a variety of purposes, and is certainly a lot more material than provided by a typical paragon path.  

Enjoy, and let me know if you like/dislike/plan to use!


Shadow Arcanist Paragon Path


If you only knew the power of the dark side…”


Prerequisites: Wizard or Warlock (dark pact)


Shadow adept feat


Mastery of the Shadow Portal or Shadow Passage ritual


You have delved where few practitioners of your art have dared. You are no stranger to the Shadowfell, where the dark mirror of this world twists and turns, seeking a way to seep into and overtake the counterpart it mimics. Many practitioners of arcane power are unaware that the Shadowfell contains a source of magic on par with the traditional source derived from the Feywild, but you have discovered this and have learned how to tap it. As a result, you have gained new insights into the power of death and shadow, but a darkness has seeped into your soul, tainting everything you do, and you have embraced it whole-heartedly.


 


Study of the Shadow (11th level Path Feature)


You may retrain any ‘arcane’ power (level 10 or below), replacing it with a ‘shadow’ power of the same or lower level that has the word ‘shadow’ in the title (below). Doing so does not count against the usual limit of 1 retraining per level.


 


Shadow Arcanist’s Action (11th level Path Feature)


When casting a ranged attack with the ‘shadow’ power source, you may spend an action point to make that attack as if you were standing on any dimly lit square, within 10 squares of your actual position, and you have combat advantage for this attack. This is in lieu of gaining an extra action.


You thrust your hand into a small shadowy rift, firing your spell from a nearby shadow and catching your enemies off guard.


 


Shade Transformation (16th level)


Your origin type changes to shadow. Your appearance takes on a dim, shadowy cast, and your eyes become slightly luminous. You no longer need to eat or sleep (but still must take an extended rest to recover powers, hit points, and healing surges), and your aging slows to a crawl. As you grow older, your appearance becomes darker and more monstrous, with strange features such as sharp teeth.


A dark mist, like smoke, rises off any exposed skin below your neck and dissipates in the air, extending darkness around you in every direction for ten feet. Magical light producing effects within the aura whose level is lower than yours can create only dim light.


If you take damage, you gain regeneration 5 in the following round. (if you take less than 5 damage, you only regenerate the amount of damage you took). Regeneration does not function if you are illuminated by direct sunlight or magical light.  Regeneration does not function if you took any radiant damage in the preceding round.


 


Shadow Arcanist Spells


 


Bonds of Darkness (11th Level Attack)


Nearby shadows become animate, reaching out and grasping your foe and siphoning off its life force.


Encounter Shadow, Illusion, Implement, Necrotic


Standard Action Ranged 10


Target: One Creature not standing in bright light (direct sunlight or magical light).


Attack: Intelligence +2 vs. Will


Hit: 2d6 + Intelligence modifier necrotic damage, and the target is restrained until the end of your next turn.


 


Shadow Healing (12th Level Utility)


You consume the surrounding shadows, empowering yourself or an ally.


Encounter Shadow, Healing


Standard Action Ranged 5


Target: One ally or personal. If the target is an ally, he or she must not be standing in bright light (direct sunlight or magical light)


Effect: The target may spending a healing surge to regain hit points. Your charisma modifier is added to the total number of hit points gained.


 


Animate Shadow (20th Level Attack)


You pour part of yourself into your shadow, animating it to attack your enemies.


Daily Shadow, Illusion, Implement


Minor Action Ranged 5


Effect: You animate your shadow, which rises and fills one square in range. You can move the shadow to any square in range and attack a single creature as a move action. The shadow lasts until the end of your next turn.


Target: One Creature adjacent to the created shadow.


Attack: Intelligence vs. Reflex


Hit: 3d6 + Intelligence modifier psychic damage.


Sustain (minor): The shadow persists.


 


Shadow related feats:


 


Heroic


Shadow adept [Heroic]: You may learn spells with the ‘shadow’ power source. You may also use implements that have been enchanted with the ‘shadow’ power source.


Shadow Killer [Heroic]: Whenever you cast a spell with the ‘shadow’ keyword that deals necrotic damage, you deal an extra 1 hp of damage.


 


Paragon


Coalescing Darkness [Paragon]: If you move 3 or more squares by any means, you are cloaked with supernatural darkness, gaining total concealment. Prerequisites: Shadow Arcanist paragon path, level 16.


Shadow Implement Mastery [Paragon]: You specialize in the use of one kind of shadow implement to gain extra abilities. Wand, orb, and staff: as per PHB. Also, Anathema (dagger): once per encounter as a free action, you can grant any summoned creature a bonus to a single attack roll equal to your intelligence modifier. You must wield your anathema to benefit from this feature.


Shadow’s Restoration [Paragon]: When you hit with a spell with the ‘shadow’ and illusion keywords, you gain temporary hit points equal to your charisma modifier. Prerequisite: Shadow Arcanist paragon path.


Stealthy Shade [Paragon]: Gain a +5 bonus to Stealth checks. Prerequisites: Shadow Arcanist paragon path, level 16.


Substantial Shadow [Paragon]: When you hit with a spell with the ‘shadow’ and illusion keywords, you deal half damage to creatures normally immune to illusion. Spells which already contain this ability deal full damage on a hit. Prerequisite: Shadow Arcanist paragon path.


 


Epic


Enhanced Regeneration [Epic]: Shade regeneration becomes regeneration 10. Prerequisite: Shadow Arcanist paragon path.


Ghostken [Epic]: Your attacks against insubstantial creatures deal normal (rather than half) damage.


Shadows of death [Epic]: Whenever you cast a spell with the ‘shadow’ keyword that deals damage, you may add the necrotic keyword to the damage type. Prerequisite: Shadow adept feat.


Shadowfell affinity [Epic]: You may use the shadow passage ritual without components, and your casting time is reduced in half. Prerequisites: Shadow Arcanist paragon path.


Shadowvison [Epic]: Gain darkvision. Prerequisite: Shadow Arcanist paragon path.


 


 


Shadow’ spells:


 


Shadowy Illumination Cantrip


As per light, except instead of bright light, you create shadowy illumination.


 


Shadow’s Reach Attack 1


At will shadow, illusion, implement, psychic


Standard action Close blast 5


Your shadow stretches outward, allowing you to strike at opponent at a distance.


Target: One creature in blast


Attack: Intelligence +2 vs. Reflex


Hit: 1d8 + intelligence modifier psychic damage and the target is slowed until the end of your next turn. Increase damage to 2d6 + intelligence modifier at 21st level.


 


Strike At Shadow Attack 1


Encounter shadow, illusion, implement, psychic


Standard action Ranged 10


You strike at your foe’s shadow, harming its owner.


Target: One creature


Attack: Intelligence vs. Reflex


Hit: 2d8 + Intelligence modifier psychic damage and the target is immobilized until the end of your next turn.


 


Taint the Blood Attack 1


Encounter shadow, implement, necrotic


Standard action Ranged 15


You point at the target and utter a foul curse, filling its blood with taint from the shadowfell


Target: one creature


Attack: Intelligence vs. Will


Hit: 1d10 + Intelligence modifier necrotic damage, and target takes a -2 penalty to Fortitude, attack rolls, and saving throws until the end of your next turn.


 


Shadow Minion Utility 2


Encounter Shadow, conjuration


Standard action area 1 square within 10


With a single thought, you create a shadowy minion that obeys your every command.


Effect: You create a shadowy creature of up to medium size. As a move action, you can move the illusion up to 6 squares and have it make an attack. The creature persists until destroyed or until the end of your next turn.


Sustain (standard): The creature persists until the end of your next turn. You can sustain the creature up to 5 minutes.


Shadow Minion (level 2 minion)


Medium Shadow


Init: +5 Senses: Perception +3


HP: 1;a missed attack never damages a minion.


AC: 18; Fortitude 14, Reflex 14, Will 14


Speed: 6


Shadowy Attack (standard; at-will); +5 vs. will; 1d6+3 damage


Alignment: unaligned Languages: As creator


Strength 15 (+3); Dexterity 14 (+3); Wisdom 14 (+3); Constitution 10 (+1); Intelligence 10 (+1); Charisma 10 (+1)


 


Spider Scuttle Utility 2


Encounter Shadow


Free Action Personal


As you casually scale the wall, onlookers catch glimpses of hundreds of shadowy legs and pieces of spider-selves that couldn’t possibly match the real you.


Effect: Until the end of your next turn, you have a climb speed equal to your speed and can move at your normal speed even while prone.


 


Dark Ambush Attack 3


Encounter Shadow, Illusion, Implement


Standard Action Close blast 5


You utter a dark incantation, animating nearby shadows. The shadows reach out and grab their owners, restricting their movement.


Target: Each creature in blast


Attack: Intelligence +2 vs. Reflex


Hit: 1d6 + Intelligence modifier psychic damage and the target is restrained until the end of your next turn.


 


Shadow Strike Attack 5


Daily Shadow, Illusion, Implement


Standard Action Close blast 5


You blast your enemy with pure shadow.


Target: Each creature in blast.


Attack: Intelligence vs. Fortitude.


Hit: 2d8 + Intelligence modifier psychic damage and the target is slowed (save ends).


Miss: Half damage and the target is slowed until the end of your next turn.


 


Dancing Shadows Utility 6


Daily Shadow, Illusion


Standard Action Close burst 2


You draw the shadows around yourself or other subjects, where they waver and shift, partially obscuring form.


Target: Yourself and any allies within the burst


Effect: You create a field of dancing shadows that obscure vision that lasts until the end of your next turn. While within the burst, you and your allies gain concealment and can make Stealth checks to become hidden.


 


Face of the Dead Utility 6


Daily Shadow, Illusion


Minor Action Melee (touch)


You touch a fallen foe, and your features twist to match it in life.


Effect: By touching a deceased creature, you copy their appearance, including build, size, and apparent gear. You gain neither the abilities nor mannerisms of the chosen form, though you sound like the creature you take the appearance of – though you do not gain access to any languages the creature knew. The illusion lasts for one hour, although you can end it as a minor action. You must keep the same appearance for the entire duration. Anyone who attempts to see through your ruse makes an insight check opposed by your arcana check.


 


Shadow Door Utility 6


Daily Shadow, Teleportation


Move action Personal


You step into a shadow, and emerge elsewhere.


Effect: Teleport 10 squares. You cannot take other creatures with you. Neither the starting nor ending squares may contain bright illumination.


 


Enfolding Shadows Attack 7


Encounter Shadow, Illusion, Implement, Psychic


Standard Action Area burst 3 within 10 squares


You surround your opponent in inescapable darkness.


Target: Each creature in burst.


Attack: Intelligence vs. Fortitude


Hit: 2d6 + Intelligence modifier psychic damage and the target is blinded until the end of your next turn.


Special: A creature immune to illusions takes half damage on a successful hit.


 


Deathboon Attack 7


Encounter Shadow, Implement, Necrotic


Standard action Ranged 10


At your bidding, a Shadowfell patron extends a thread through the target’s lifeline. If the line snaps, some of the power returns to you.


Target: One creature.


Attack: Intelligence vs. Reflex


Hit: 2d6 + Intelligence modifier necrotic damage. If this attack drops the target to zero hit points, you do the remainder + 1d8 extra damage with an attack you make before the end of your next turn.


 


Shadow Rend Attack 9


Daily Shadow, Illusion, Implement


Standard Action Ranged 10


You tear your opponent’s shadow to shreds, harming him or her.


Target: One creature


Attack: Intelligence + 2 vs. reflex


Hit: 2d12 + intelligence modifier psychic damage and target is stunned (save ends)


Miss: Half damage, and target is dazed (save ends).


 


Darkest Mirror Utility 10


Encounter Shadow


Standard action Personal


A dark membrane snaps shut over your eyes. They reflect another world now, filled with shadows and spectral foes.


Effect: Until the end of the encounter, you can see invisible creatures as if they were not invisible. All other creatures, including your allies, are invisible to you. You can end this effect as a minor action.


 


Shadow Walk Utility 10


Daily Shadow, Teleportation


Minor action Ranged 20


You open a dimensional rift connecting two nearby locations.


Target: Two unoccupied squares. Both squares must be in shadowy illumination or darkness.


Effect: You create a dimensional rift between the two target squares that lasts until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if another creature occupies either square.


Sustain (minor): The rift persists.


 


Persistent Shadow Minion Utility 10


Encounter Shadow, conjuration


Standard action area 1 square within 10


With a single thought, you create a shadowy minion that obeys your every command.


Effect: You create a shadowy creature of up to medium size. As a move action, you can move the illusion up to 6 squares and have it make an attack. The creature persists until destroyed or until the end of your next turn.


Sustain (standard): The creature persists until the end of your next turn. You can sustain the creature up to one hour.


Shadow Minion (level 10 minion)


Medium Shadow


Init: +11 Senses: Perception +9


HP: 1;a missed attack never damages a minion.


AC: 26; Fortitude 22, Reflex 22, Will 22


Speed: 6


Shadowy Attack (standard; at-will); +15 vs. will; 2d6+5 damage


Alignment: unaligned Languages: As creator


Strength 18 (+9); Dexterity 18 (+9); Wisdom 18 (+9); Constitution 10 (+5); Intelligence 10 (+5); Charisma 10 (+5)


 


 


Claws of the Shadow Beast Attack 13


Encounter Shadow, Illusion, Implement


Standard action Close burst 10


Your hands cover over with dark shadows that can be stretched to strike a distant foe.


Target: One creature in burst


Attack: Intelligence +2 vs. Reflex


Hit: 4d6 + intelligence modifier psychic damage and the target is slowed until the end of your next turn.


Special: A creature immune to illusions takes half damage on a successful hit.


 


Shadow Noose Attack 15


Daily Shadow, Illusion, Implement


Standard Action Close blast 5


You hang your opponent by a shadowy coil.


Target: Each enemy in blast


Attack: Intelligence vs. Reflex


Hit: 6d6 + Intelligence modifier illusion damage, and the target is restrained (save ends).


Miss: Half damage, and the opponent is immobilized until the end of your next turn.


 


Consume the Dying Utility 16


Encounter Shadow, Healing


Immediate reaction Close burst 10


You devour the soul of the dying enemy to heal your own wounds.


Trigger: One creature within the burst is slain.


Effect: You regain hit points as if you had spent a healing surge plus additional hit points equal to your intelligence modifier.


 


Major Shadow Minion Utility 16


Daily Shadow, conjuration


Standard action area 1 square within 10


With a single thought, you create a shadowy minion that obeys your every command.


Effect: You create a shadowy creature of up to medium size. As a move action, you can move the illusion up to 6 squares and have it make an attack. The creature persists until destroyed or until the end of your next turn.


Sustain (standard): The creature persists until the end of your next turn. You can sustain the creature up to one hour.


Major Shadow Minion (level 16 minion)


Medium Shadow


Init: +19 Senses: Perception +12


HP: 1;a missed attack never damages a minion.


AC: 32; Fortitude 28, Reflex 28, Will 28


Speed: 6


Shadowy Attack (standard; at-will); +21 vs. will; 2d8+7 damage


Alignment: unaligned Languages: As creator


Strength 21 (+13); Dexterity 21 (+13); Wisdom 21 (+13); Constitution 10 (+8); Intelligence 10 (+8); Charisma 10 (+8)


 


Shade Utility 16


Encounter Shadow, Polymorph


Immediate interrupt Personal


You take on a dark, translucent quality like a ghostly shadow.


Trigger: A ranged or melee attack hits you.


Effect: The attacker must reroll the attack roll.




Wraithform
Utility 16


Encounter Shadow, Polymorph


Minor action Personal


You shed your mortal form, becoming pure shadow.


Effect: You become insubstantial, allowing you to pass through obstacles and ignore difficult terrain. You cannot end your movement in an obstacle. In addition, you gain concealment, and if you are in dim or lesser light, you gain total concealment. This power lasts until the end of your next turn. It can be dismissed as a minor action.


 


Slink into Shadows Utility 16


Daily Shadow, Polymorph


Immediate Reaction Personal


While the opponent is distracted, you slip into the shadows and out of sight.


Trigger: An ally hits an opponent you are adjacent to.


Effect: You can shift two squares and make a stealth check with a +3 bonus to attempt to hide.


 


Shadowfire Attack 17


Encounter Shadow, Illusion, Implement, Necrotic


Standard action Area burst 2 within 20 squares


Leaping black shadows engulf your opponents, devouring them.


Target: Each creature in burst.


Attack: Intelligence vs. Reflex


Hit: 5d6 + Intelligence modifier necrotic damage.


Special: A creature immune to illusions takes half damage on a successful hit.


 


Blackfire Attack 19


Encounter Shadow, Implement, Necrotic


Standard action Ranged 5


You fling your hand towards the enemy, and a ray of dark energy springs from your palm. The enemy is engulfed by cold, black flames that feed off of its life force.


Hit: The target loses a healing surge, becomes nauseated, and is engulfed in blackfire. This damage continues every round unless the target makes a successful saving throw. On a successful saving throw, the target is nauseated, but does not lose a healing surge. After the third consecutive successful throw, the blackfire is extinguished. Blackfire may also be extinguished by magical means, such as dispel magic, an antimagic field, remove curse, or break enchantment, but is unaffected by smothering or immersion in water. If the target fails a saving throw but has no remaining healing surges, it turns into a dried out husk and crumbles into a pile of black ash. Because the blackfire burns off of the target’s life force, only the target’s body is affected by the spell; all items and possessions are unaffected. A creature destroyed by blackfire can only be returned to life by true resurrection or wish, and the caster must succeed on a DC 30 caster level check. Creatures protected by death ward or similar effects are immune to blackfire.



Permanent Shadow Minion
Utility 22


Daily Shadow, conjuration


Standard action area 1 square within 10


With a single thought, you create a shadowy minion that obeys your every command.


Effect: You create a shadowy creature of up to large size. As a move action, you can move the illusion up to 6 squares and have it make an attack. The creature persists for one day or until destroyed.


Permanent Shadow Minion (level 22 minion)


Medium or Large Shadow


Init: +20 Senses: Perception +18


HP: 1; a missed attack never damages a minion.


AC: 38; Fortitude 34, Reflex 34, Will 34


Speed: 6


Shadowy Attack (standard; at-will); +27 vs. will; 3d6+8 damage


Alignment: unaligned Languages: As creator


Strength 24 (+18); Dexterity 24 (+18); Wisdom 24 (+18); Constitution 10 (+11); Intelligence 10 (+11); Charisma 10 (+11)


 


 


Blades of Vanquished Armies Attack 23


Encounter Shadow, Implement, Necrotic


Standard Close burst 1


Foully animated darkness swirls around you, becoming a bodyguard of shadowy blades crafted in ancient styles.


Target: Each creature in burst.


Attack: Intelligence vs. will


Hit: 2d6 necrotic damage and target is weakened until the end of your next turn. In addition, until the end of your next turn, all creatures that hit you with a melee weapon take necrotic damage equal to your charisma modifier.


 


 


Shadow Evocation Attack 23


Encounter Shadow, Illusion, Implement


Standard Close blast 5


With small concentration, you create a blast of shadowy flame engulfing your enemies.


Target: Each creature in blast


Attack: Intelligence vs. reflex


Hit: 4d6 + Intelligence modifier psychic damage


Special: A creature immune to illusion damage takes half damage on a successful hit.


 


 


Annihilating Sphere Attack 25


Daily Shadow, Implement, Necrotic, Zone


Standard action Area burst 1 within 20 squares


You draw out part of the dark heart of the Shadowfell, depositing it in front of your enemies.


Target: All creatures in burst.


Attack: Intelligence vs. Fortitude.


Hit: 6d6 + intelligence modifier damage and target is pulled into the sphere’s origin square.


Miss: Half damage and no pull.


Effect: The attack’s origin becomes a sphere of Shadowfell darkness that remains until the end of your next turn. Any creature that is pulled into the sphere is drawn into the Shadowfell for 3 turns, in which they take ongoing 10 damage. While trapped in the shadowfell, the target cannot see, move, or affect the world in any way. Similarly, no one can see or attack the creature. After 3 turns, the creature returns to the battlefield 10 squares in any direction from the sphere, prone and dazed until the start of your next turn.


Sustain (Standard): The zone persists and any creature in the zone is attacked as per above. As a move action you can move the zone up to 5 squares. If you pass over a creature’s space as a part of the sphere’s movement, the creature can make a saving throw to avoid being pulled into the sphere.


 


Shadow Conjuration Attack 25


Daily Shadow, Conjuration, Implement


Standard action Ranged 10


You give life to your thoughts.


Effect: You create a shadowy creature that fills a single square. You can move the shadow conjuration up to 6 squares and make it attack as a move action. The shadow conjuration lasts until the end of your next turn.


Target: One adjacent creature


Attack: Intelligence vs. Reflex


Hit: 3d8 + intelligence modifier


Sustain Minor: The shadow conjuration persists.


 


 


Greater Shadow Evocation Attack 27


Encounter Shadow, Illusion, Implement


Standard Area burst 3 within 20 squares.


With small concentration, you create a massive fireball hurling at your enemies.


Target: Each creature in burst


Attack: Intelligence vs. reflex


Hit: 6d6 + Intelligence modifier psychic damage


Special: A creature immune to illusions takes half damage on a successful hit.


 


 


Greater Shadow Conjuration Attack 29


Daily Shadow, Conjuration, Implement


Standard action Ranged 10


You give life to your nightmares.


Effect: You create a shadowy creature that fills a single square. You can fly the shadow conjuration up to 6 squares and make it attack as a move action. The shadow conjuration has threatening reach 1. The shadow conjuration lasts until the end of your next turn.


Target: One adjacent creature


Attack: Intelligence vs. Reflex


Hit: 3d8 + intelligence modifier


Sustain Minor: The shadow conjuration persists.


 


 


Shadow Mirror Opposite Attack 29


Daily Shadow, Conjuration, Implement


Standard action Ranged 10


You transform your foe’s shadow into his or her greatest enemy


Target: One creature


Attack: Intelligence vs. Fortitude


Effect: You conjure a reverse-mirror image of the target within range. The image takes up the same number of squares as the original and the same stats as the original with a minion template applied. As a move action, you can move the image its speed and make an attack with the image. The image persists until the end of your next turn or until destroyed


 


Rituals:


Shadow Portal (10th Level Ritual)


After scribing a circle of glowing runes on the ground, you tear a hole in the fabric of reality, creating a gateway of swirling blackness. You step through, and enter a shadowy reflection of the place you just left behind.


Category: Travel Component Cost: 500 GP


Time: 10 minutes Market Price: 3500 GP


Duration: Special Key Skill: Arcana


You rip open a hole in the fabric of reality, opening a path to the Shadowfell. When you perform this ritual, you create an opening to a corresponding location in the Shadowfell, or from the Shadowfell to a corresponding location in Toril. You remain in the Shadowfell until you leave by another means or you perform this ritual again.


At the completion of this ritual, make an Arcana Check. The result determines the duration that the portal stays open.


Arcana Check Result Portal Duration


19 or lower 1 round


20-39 3 rounds


40 or higher 5 rounds


You can use a permanent teleportation circle or a shadow crossing as the point of this ritual, making minor temporary modifications as part of the ritual. Doing this reduces the cost to 50 gp of reagents and grants you a +5 bonus to your Arcana check.


Casting this ritual in a very dim area grants a +2 bonus to your Arcana Check, while attempting to cast it in a brightly lit area confers a -2 penalty. If the area is lit with a Light spell or other magical light, take a -5 penalty.


While the portal is open, any creature that enters the circle at the origin point instantly appears at the other location, along with anything the creature holds or carries. The creature can even finish the rest of its move. Any number of creatures of any size can use an open portal; the only limitation is the number that can reach the circle before it ends.


Anyone standing in the vicinity of the end of the portal in the Shadowfell can see a haze-infused vision of the other end of the connection, as well as the environment 60 feet beyond it. Effectively, everything at the destination within this area of visibility has concealment, and the area beyond is completely fogged out (Naturally, portals that last longer give you a better opportunity to study the place you’re going to before you step into the circle.). Environmental effects at one end of the connection don’t affect the other end. Vision from the end of the portal in Toril, however, is restricted to 30 feet, due to the pervasive Gloom effect of the Shadowfell on light sources.


This ritual can only transport you to and from the Shadowfell, in and out of the reflection of the place in which the ritual is cast. It does not allow you to travel far distances as Linked Portal does, but does not require you to cast it at a shadow crossing, like Shadow Passage.


You must have the ‘shadow adept’ feat in order to master this ritual.

#2

The_Silversword

May 14, 2010 3:26:06
Wow! You got alot of stuff here. I havnt read it all yet but im liking what im seeing.