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:

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.