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
{{Class Chart
|Max Level=10
|Base Attack=Low
|Fort Save=Low
|Ref Save=Low
|Will Save=High
|Spell Advancement=+1 level of existing class
|Special1=feats|Shadow feats]
|Special2=Low-light vision
|Special3=Shadow defense (+1)
|Special4=Shield of shadows
|Special5=
|Special6=Shadow defense (+2)
|Special7=Darkvision, shadow walk
|Special8=Greater shield of shadows
|Special9=Shadow defense (+3)
|Special10=double|Shadow double]
}}
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.