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Hit Die: d4.
While many fearsome species naturally inhabit the Plane of Shadow or those bordering it, rumors exist of those not born to shadow who have nonetheless found ways to tie themselves to it.
To qualify to become a Shadowblooded, a character must fulfill all the following criteria.
Race: Constructs, Elementals, Outsiders, and Undead cannot become Shadowblooded.
Skills: Knowledge (Arcana) 5 ranks, Knowledge (Planes) 5 ranks
Feats: Ritual of the Shadowblooded
Special: Must have slain a creature on the Plane of Shadow and preserved its blood for use in a ritual.
The Shadowblooded's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Climb (Str), Escape Artist (Dex), Hide (Dex), Knowledge (arcana/religion/dungeoneering/the planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 6 + Int modifier.
Table: The Shadowblooded
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|---|---|---|---|---|---|
| 1st | +1 | +0 | +2 | +2 | Shadow Blood |
| 2nd | +2 | +0 | +3 | +3 | Ignore Poison |
| 3rd | +3 | +1 | +3 | +3 | Shadowsense 30' |
| 4th | +4 | +1 | +4 | +4 | Ignore Critical |
| 5th | +5 | +1 | +4 | +4 | Body of Shadow |
| 6th | +6 | +2 | +5 | +5 | Shadowsense 60', Bonus Shadow Feat |
| 7th | +7 | +2 | +5 | +5 | Shadow Touch |
| 8th | +8 | +2 | +6 | +6 | Shadow Walk 3/day |
| 9th | +9 | +3 | +6 | +6 | Shadowsense 120', Bonus Shadow Feat |
| 10th | +10 | +3 | +7 | +7 | Soul of Shadow, Shadowstride |
All of the following are features of the Shadowblooded prestige class.
Weapon and Armor Proficiency: Shadowblooded gain no proficiency with any weapon or armor.
Shadow Blood: The obscure ritual that a Shadowblooded undergoes alters his blood, changing him dramatically. His hair, skin, and eye color become at least one shade darker. He gains Darkvision 60', but is dazzled by sunlight, a daylight spell, or any similar source of light. He cannot cast any spell or spell-like effect with the Light descriptor or use an item to cast any such spell. He has irreversibly changed to one of the Shadowblooded. (Direct intervention by a Greater Power may be able to reverse this effect, at the DM's option.)
The shadow blood forcibly absorbs power from his body, developing its abilities at the cost of any other advancement. Once a being has undergone the Ritual of The Shadowblooded, he must pay an experience penalty of 100 XP per character level each time he wishes to gain a level in any class other than Shadowblooded.
Ignore Poison (Ex): Shadowblooded of at least 2nd level gain resistance to poisons as their shadow blood develops. They have a 5% chance per class level to ignore the effects of any poison, regardless of type.
Shadowsense (Su): At 3rd level, the Shadowblooded gains the ability to sense things moving through darkness. He gains blindsight 30', provided that both he and the targets are in darkness or shadow. Any illusory creatures within the range of Shadowsense are automatically recognized by the Shadowblooded for what they are, even if they are not in darkness. Each additional three class levels doubles the range of Shadowsense.
Ignore Critical (Ex): By 4th level, the shadow blood has caused significant alteration to the Shadowblooded's internal organs. This grants him a 5% chance per class level to ignore the effects of a critical hit.
Body of Shadow (Ex): Shadowblooded of at least 5th level have been further transformed by the infused blood. They are now considered Outsiders with the native subtype. This transformation does not grant them proficiency with weapons or armor.
Shadow Touch (Su): At 7th level and above, Shadowblooded gain the ability to make melee touch attacks in lieu of regular attacks. They can attempt a number of Shadow Touch attacks equal to their class levels each day.
Shadow Walk (Sp): At 8th level, Shadowblooded gain the ability to use Shadow Walk as a spell-like ability, three times per day, at a caster level equal to their class levels.
Shadowstride (Su): At 10th level, Shadowblooded gain the supernatural ability to travel between shadows as a move action. The movement must begin and end in an area with at least some shadow. Shadowblooded can Shadowstride a number of times per day equal to their class levels. This ability is otherwise identical to Greater Teleport.
Soul of Shadow (Ex): At 10th level, the form of the Shadowblooded turns dark and indistinct and becomes difficult to detect, giving it the ability to Hide in plain sight with no penalty, even while being observed. Additionally, noticing a Shadowblooded's presence requires a Spot check with DC equal to twice the Shadowblooded's class levels. If the Shadowblooded is actively attempting to Hide, add that DC as well. Magic invisibility confers no additional bonus to this DC. See invisible and similar spells improve the chances of spotting a Shadowblooded, but they do not interfere with the ability to Hide in plain sight while being observed.
The altered body of the Shadowblooded enables it to move softly and imperceptibly. Noticing its presence through hearing requires a Listen check with DC equal to twice the Shadowblooded's level. If the Shadowblooded is actively attempting to Move Silently, the DCs stack. This muffled movement effectively halves the distance at which the Shadowblooded can be sensed using tremorsense, although blindsight and blindsense function normally.
This further alteration of his being does not come without cost to the Shadowblooded. His subtype changes to Shadow, and he is blinded rather than merely dazzled in the presence of strong light. Light evocations that deal damage treat him as a light-sensitive being.
With his transformation complete, a 10th-level Shadowblooded no longer incurs experience penalties for taking levels in other classes.
Prerequisite: One level in Shadowblooded, Heighten Spell.
Benefit: Each spell you cast with the Shadow descriptor is treated as one level higher, although it does not take a higher level slot to memorize or cast. This feat may be taken additional times; its benefits stack.
Prerequisite: Knowledge (arcana) 5 ranks, Knowledge (planes) 5 ranks.
Benefit: You discover how to conduct the Ritual of the Shadowblooded, enabling you to take blood from creatures native to the Plane of Shadow and transform yourself, provided that it is possible for your race. Only you can benefit from this discovery, as the ritual itself requires a certain comprehension of arcane rites.
Prerequisite: One level in Shadowblooded, Improved Initiative.
Benefit: You gain an Insight bonus to Initiative equal to the total number of Shadow feats you have.
Prerequisite: Three levels in Shadowblooded.
Benefit: The Shadowblooded attracts a cohort and a number of free-willed followers from the Plane of Shadow. This is otherwise identical to the Leadership feat.
Prerequisite: Four levels in Shadowblooded, Enhanced Shadow
Benefit: Any shadow creatures you summon or call (including, but not limited to, illusory creatures summoned by shadow conjuration) gain one additional hit die for every two class levels you possess.
Stygian Darkness
Evocation [Darkness]
Level: Clr 8, Sorc/Wiz 8
Components: S, M
Casting time: 1 standard action
Range: Long
Target: 1 creature, object, or point in space
Duration: 1 hour/level of caster (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes the target to radiate impenetrable, pitch-black darkness in a 100-foot radius, plus 10 feet per level of caster. While Stygian Darkness is in effect, no light source or spell can illuminate the area. Spells of less than 8th level that have the Light descriptor are automatically dispelled when they encounter Stygian Darkness, with no effect on the darkness. Spells of equal or higher level with the Light descriptor counter and dispel Stygian Darkness.
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