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Shadow Adept

(Player's Guide to Faerûn variant, p. 72)

Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated.

Requirements

Alignment: Any nongood

Skills: Knowledge (arcana) 8 ranks , Spellcraft 8 ranks

Feats: Shadow Weave Magic

Spells: Able to cast 3rd-level arcane or divine spells.
Feats: Any one metamagic feat.


Hit die

d4

Skill points

2 + Int

Class Features

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 is gained, the character gains new spells per day (and spells known, if applicable) as i f 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 1 st level, a shadow adept gains Insidious Magic, Pernicious Magic, and Tenacious Magic as bonus feats if he doesn't already have them.

Low-Light Vision (Ex): At 2nd level, a shadow adept gains low-light vision if he doesn't already have it.

Shadow Defense (Ex): 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 (Su): A shadow adept of at least 4th level can surround himself with a globe of purpleblack force as a standard action. This shield of shadows functions like a shield spell, granting him a +4 shield bonus to AC and absorbing magic missiles cast at him. In addition, the shield of shadows provides 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 (Su): At 7th level, a shadow adept can see in the dark as though he were permanently affected by a darkvision spell.

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

Shadow Double (Su): Once per day, a 10th-level 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.

Advancement

Level BAB Fort Ref Will Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Shadow feats +1 level of existing class
2nd +1 +0 +0 +3 Low-light vision +1 level of existing class
3rd +1 +1 +1 +3 Shadow defense +1 +1 level of existing class
4th +2 +1 +1 +4 Shield of shadows +1 level of existing class
5th +2 +1 +1 +4 +1 level of existing class
6th +3 +2 +2 +5 Shadow defense +2 +1 level of existing class
7th +3 +2 +2 +5 Darkvision, shadow walk +1 level of existing class
8th +4 +2 +2 +6 Greater shield of shadows +1 level of existing class
9th +4 +3 +3 +6 Shadow defense +3 +1 level of existing class
10th +5 +3 +3 +7 Shadow double +1 level of existing class

Class skills

Skill name Key ability Trained only Armor check penalty
Bluff CHA no no
Concentration CON no no
Craft INT no no
Disguise CHA no no
Hide DEX no yes
Knowledge Int yes no
Profession WIS yes no
Spellcraft INT yes no

Also appears in

  1. Forgotten Realms Campaign Setting

Spells for Shadow Adept

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