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Topic Started: Jul 30 2012, 11:35 PM (416 Views)
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Who you calling Chocobo Head...
- Increase their hit die to d8, and give them 4 + int mod skill points per level.
- Gain bonus mysteries per day for a high int score, working like bonus spells per day.
- Eliminate the rule that says you have to take mysteries in a given Path in order. 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.
- 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.
- At 5th level and every level after a shadowcaster may learn a new mystery in place of one she knows. The mysteries must be the same level and two levels below the highest level mystery she can cast. If you ‘un-complete’ a path you lose the feat it gave you.
- Once your Apprentice Mysteries become supernatural abilities, change the save DC from 10 + equivalent spell level + Cha to 10 + 1/2 shadowcaster level + Cha.
- Shadow Knowledge (Ex): When making knowledge or spellcraft checks related to shadowcasters or mysteries, a 2nd level shadowcaster gains a +3 competence bonus to the check. This improved to +4 at level 4, and by an additional 1 every even level thereafter.
- Extra Mystery: At 5th, 8th, 11th, 14th, 17th, and 20th level, the shadowcaster gains an additional mystery known. This can be any mystery that she could normally select, but must be two levels lower than the highest level she could normally learn.
- Bonus Feat: At 5th, 10th, 15th, and 20th level the Shadowcaster gains a bonus metashadow feat she meets the prerequisite for.

Mystery Changes
- Aura of Shade: Has a Duration of 1 minute/level not 1 round/level.
- Black fire: Does 1d6 damage per caster level.
- Congress of Shadows: Can cross planar boundaries.
- Consume Essence: Has a range of Close, not Touch.
- Curtain of Shadows: Does 1d8 damage per caster level, not 1d6.
- Deadly Shade: Increase the DR and energy resistance to 5.
- Flesh Fails: Has a range of Close, not Touch.
- Life Fades: Has a range of Close, not Touch.
- Life Fades Greater: Does 1d8 damage per caster level, not 1d6.
- Mesmerizing Shade: The penalty is minus 2, not minus 1.
- Piercing Sight: Has a Duration of 10 minutes/level instead 1 minute/level.
- Prison of Night: Does 2d6 damage instead of 1d6.
- Reflections of Things to Come: Increase the insight bonus to AC to 5.
- Shadow Hood: Doesn’t allow a save.
- Shadow Investiture: Grants 20 cold resistance, not 15, and has a duration of 1 minute/level.
- Shadow Plague: Does 5d6 damage instead of 4d6.
- Shadow Skin: Has a Duration of 1 round/level.
- Shadow Storm: Does 1d8 damage per caster level, not 1d6.
- Sharp Shadows: Increase the base damage to 1d8 from 1d6.
- Sight Eclipsed: Has a Duration of 1 minute/level.
- Soul Puppet: Has a range of Close, not Touch.
- Steel Shadows: Has a Duration of 1 hour/level.
- Tomb of Night: Does 4d6 damage instead of 3d6 damage.
- Warp Spell: Doesn’t allow a will save.
Edited by Cloud, Sep 19 2012, 08:03 PM.
"I pity you. You just don't get it at all...there's not a thing I don't cherish!"
Cloud Strife, Final Fantasy VII Advent Children

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