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Chart 4 Class Features

Shadow Adept (Prestige Class)


Some spellcasters who discover the existence of the Shadow Weave
are cautious about using it, altering their magic slowly to take
advantage of its effects. Others are more reckless, hurling
themselves into the abyss of the Shadow Weave immediately to
acquire all the gifts available to the casual student and discover
secrets unavailable to all but the most dedicated. These latter
spellcasters are the shadow adepts, who make great sacrifi ces with
respect to some aspects of the Art in order to reap greater benefi ts
elsewhere.

Most shadow adepts were prev iously sorcerers or wizards, and these
are the ones who stand to gain the greatest power from adopting this
path. Any spellcaster can tap the Shadow Weave, however, and a
few bards, druids, and rangers have also been known to make this
choice. Among clerics, only the followers of Shar are common in the
ranks of the shadow adepts.

Requirements
To qualify to become a shadow adept, a character must fulfi ll all
the following criteria.

Alignment
Any nongood.
Skills
Knowledge (arcana) 8 ranks, Spellcraft 8 ranks.
Feats
Shadow Weave Magic, any one metamagic feat.
Spells
Able to cast 3rd-level arcane or divine spells.

Class Skills
The shadow adept’s class skills (and the key ability for each skill) are
Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Hide
(Dex), Knowledge (all skills, taken individually) (Int), Profession
(Wis), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook
for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Class Chart
Hit Die: d4

Base Fort Ref Will Spell


Level Special
Attack Save Save Save Advancement
1st +0 +-0 +-0 +2 Shadow feats +1 level of
existing class
2nd +1 +0 +0 +3 Low-light +1 level of
vision existing class
3rd +1 +1 +1 +3 Shadow +1 level of
defense (+1) existing class
4th +2 +1 +1 +4 Shield of +1 level of
shadows existing class
5th +2 +1 +1 +4 +1 level of
existing class
6th +3 +2 +2 +5 Shadow +1 level of
defense (+2) existing class
7th +3 +2 +2 +5 Darkvision, +1 level of
shadow walk existing class
8th +4 +2 +2 +6 Greater +1 level of
shield of existing class
shadows
9th +4 +3 +3 +6 Shadow +1 level of
defense (+3) existing class
10th +5 +3 +3 +7 Shadow +1 level of
double existing class

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

Weapon and Armor Proficiency


Shadow adepts gain no proficiency with any weapon, armor, or
shield. Armor check penalties for armor heavier than leather apply to
the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
Sleight of Hand, and Tumble, and double the normal armor check
penalty applies to Swim checks.

Spells per Day/Spells Known


When a new shadow adept level i s gained, the character gains new
spells per day (and spells known, if applicable) as if he had also
gained a level in whatever spellcasting class granted him access to
3rd-level spells before he added the prestige class. He does not,
however, gain any other benefit a character of that class would have
gained (bonus metamagic or item creation feats, improved chance of
turning or rebuking undead, and so on), except for an increased
effective level of spellcasting. This essentially means that he adds
the level of shadow adept to the level of whatever other spellcasting
class granted him access to 3rd-level spells, then determines spells
per day, spells known, and caster level accordingly.

If a character had more than one spellcasting class that granted


access to 3rd-level spells before he became a shadow adept, he must
decide to which class he adds each level of shadow adept for the
purpose of determining spells per day and spells known.

Shadow Feats
At 1st level, a shadow adept gains Insidious Magic, Pernicious Magic,
and Tenacious Magic as bonus feats if he doesn’t already have them.
See Shadow Magic for more details.

Low-Light Vision
At 2nd level, a shadow adept gains low-light vision if he doesn’t
already have it. This low-light vision applies even dimness caused by
spells, such as that caused by Darkness spells, but not Deeper
Darkness spells.

Shadow Defense
At 3rd level, a shadow adept gains resistance to the kinds of spells
that are favored by the Shadow Weave. He gains a +1 profane bonus
on saving throws against spells from the schools of enchantment,
illusion, and necromancy, as well as spells with the darkness
descriptor. This bonus increases to +2 at 6th level and to +3 at 9th
level.

Shield of Shadows
A shadow adept of at least 4th level can surround himself with a
globe of purple-black force as a standard action. This shield of
shadows functions like a shield spell, granting:

+4 shield bonus to AC
absorbs magic missiles
concealment (20% miss chance) against melee and ranged
attacks.

The shadow adept can see and reach through the shield, so it does
not provide cover or concealment to opponents.

The shadow adept may use a shield of shadows for up to 1 round per
caster level per day. This duration need not be consecutive—the
shadow adept may break it up into increments as small as 1 round if
he so desires. Creating or dismissing the shield of shadows is a
standard action.

When the shadow adept reaches 8th level, the shield also grants him
spell resistance equal to 12 + his shadow adept level, as if he were
under the effect of a spell resistance spell.

Darkvision
At 7th level, a shadow adept can see in the dark as though he were
permanently affected by a darkvision spell. This applies even to
darkness caused by spells, such as Deeper Darkness.

Shadow Walk
A shadow adept of at least 7th level can use shadow walk once per
day (caster level equals shadow adept level).

Shadow Double
Once per day, a 10th-lev el shadow adept can use a standard action
to create a double of himself woven from shadowstuff. The double
has the ability scores, base AC, hit points, saves, and attack bonuses
of its creator, but no equipment. (Any apparent clothing or
equipment is nonfunctional.) Since it can use anything its creator
can, the double can attack the creator’s enemies if given a weapon
or item with which to do so. Alternatively, it can function as the
target of a project image spell, duplicating the creator’s actions and
functioning as the origin of the creator’s spells when it is within his
direct line of sight. Mentally commanding the double is a free action.
Using it as the originator of a spell counts as an action of the sort
needed to cast the spell for both the creator and the double. Causing
either the creator or the double to leave the plane they share
dismisses the double.

The double lasts 1 round per caster level. The death of the double
does not affect the shadow adept or vice versa. If its creator dies,
the shadow double still lasts until its duration expires.

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