Warning: This is 3.0 Edition material. It is possible that there is more recent 3.5 Edition version.
Inaccurate?

Shadow Adept

(Forgotten Realms Campaign Setting variant, p. 52)

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

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

Feats: Shadow Weave Magic and any metamagic feat.

Alignment: Any nongood.
Spellcasting: Ability to cast 3rd-level arcane or divine spells.


Hit die

d4

Skill points

2 + Int

Class Features

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

Weapon and Armor Proficiency: Shadow adepts gain no proficiency in any weapon or armor.

Spells per Day: A shadow adept's training focuses on magic. Thus, when a new shadow adept level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling of rebuking undead, metamagic or item creation feats, and so on). This essentially means that he adds the level of shadow adept to the level of whatever other spellcasting class the character has, then determines spells per and caster level accordingly.

If a character had more than one spellcasting class 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.

Shadow Feats: A shadow adept gains the "Insidious Magic,":feats/forgotten-realms-campaign-setting—19/insidious-magic—1659/ "Pernicious Magic,":feats/forgotten-realms-campaign-setting—19/pernicious-magic—2135/ and Tenacious Magic feats.

Low-light Vision (Su): A shadow adept gains low-light vision if he doesn't already have it.

Shadow Defense: Add this value to a shadow adept's saving throws against spells from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor.

Darkvision (Su): A shadow adept can see in the dark as though he were permanently affected by a darkvision spell.

Metamagic Feat: The shadow adept can choose any one metamagic feat.

Spell Power: Add this value to the DC for the saving throws and to caster level checks to overcome spell resistance for spells the shadow adept casts from the schools of Enchantment, Illusion, or Necromancy, and spells with the darkness descriptor. This stacks with other spell power effects that affect the specified spells.

Shield of Shadows (Su): A shadow adept can create a mobile disk of purple-black force as a standard action. The shield of shadows has the effects of a shield spell and also provides three-quarters concealment (30% miss chance) against attacks from the other side of the shield. As with the shield spell, the shadow adept can change the defensive direction of the shield of shadows as a free action once per round on his turn. The shadow adepts can see and reach through the shield, so it does not provide cover or concealment to opponents.

The shield of shadows last 1 round per caster level per day and need not be used all at once. Creating or dismissing the shield of shadows is a standard action.

At 8th level, the shield also grants spell resistance of 12+ the character's shadow adept level on attacks against the shadow adept that originate from the other side of the shield, as if the shadow adept were the under the effect of a spell resistance spell.

Shadow Walk (Sp): A shadow adept can cast the shadow walk spell once per day.

Shadow Double: Once per day, a 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 as its creator, but no equipment. (Any apparent clothing or equipment is nonfunctional.) The double can attack the creator's enemies if given a weapon or items (since it can use anything its creator can) or function as the target of a project image spell, duplicating the creator's actions and acting as the origin of the creator's spells when it is withing a direct line of sight. Mentally commanding the double is a free action. Using it as the originator of a spell counts as an action for the creator and the double. causing 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 of vice versa. The double still lasts to the end of its duration if its creator dies.

Advancement

Level BAB Fort Ref Will Special Spells per Day
1st +0 +0 +0 +2 Shadow feats +1 level of existing class
2nd +1 +0 +0 +3 Shadow defense +1, low-light vision +1 level of existing class
3rd +1 +1 +1 +3 Spell power +1 +1 level of existing class
4th +2 +1 +1 +4 Shield of shadows +1 level of existing class
5th +2 +1 +1 +4 Metamagic feat, shadow defense +2 +1 level of existing class
6th +3 +2 +2 +5 Spell power +2 +1 level of existing class
7th +3 +2 +2 +5 Shadow walk, darkvision +1 level of existing class
8th +4 +2 +2 +6 Shadow defense +3, greater shield of shadows +1 level of existing class
9th +4 +3 +3 +6 Spell power +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
Scry Int yes no
Spellcraft INT yes no

Also appears in

  1. Player's Guide to Faerûn

Spells for Shadow Adept

Comments on this single page only