Copper Elven Vampire
Posted - 28 May 2018 : 14:52:50
Shadowtrick Priest (specialty cleric of Erevan Ilesere)
Some Elven folk have always feared the starless night, barring themselves behind doors or comforting themselves with bonfires when the shadows grow long, rightfully wary of the creatures that prowl the darkness. Yet long ago, some Clerics of Erevan Ilesere learned that the best way to conquer an enemy in the shadows is to embrace it. These were the first Shadowtrick priests. As a specialty Cleric of Erevan Ilesere, you gain the innate ability to feel the divine connection of Trickery and Shadows. She uses the weave of Faerun to access the Plane of Shadow directly. She is intimately familiar with the shadows around her and her divine connection to Erevan Ilesere. Her innate ability with shadows and Trickery combine to grant her these special abilities. Shadowtrick priests exist in the boundary between light and darkness, where they weave together the shadows to become half-seen artists of deception. Your Trickery and Shadows are unequal as a Shadowtrick priest of Erevan Ilesere.
Hit Die: d8.
Requirements: To qualify to become a Shadowtrick priest, a character must fulfill all the following criteria.
Race: Character must be a Elf or Half Elf.
Skills: Knowledge (religion) 6 ranks, Disguise 5 ranks, Disable device 6 ranks, Bluff 6 ranks, Hide 10 ranks, Move silently 6 ranks, sleight of hand 5 ranks, Concentration 2 ranks, Spellcraft 5 ranks, Escape Artist 2 ranks.
Feats: Any Metamagic feat, Sacred Outlaw.
Spellcasting: Ability to cast 3'rd level Divine spells. Must have the Trickery domain or the Shadow domain.
Special: +2d6 Sneak attack ability. Must have Erevan Ilesere as a Patron Deity.
Class Skills: Bluff, Concentration, Diplomacy, Disable Device, Disguise, Forgery, Gather Information, Hide, Knowledge (arcana), Knowledge (local), Knowledge (religion), Knowledge (the planes), Listen, Move Silently, Open lock, Search, Sleight of Hand, Spellcraft, Spot.
Skill points at each level- 6 + Int mod.
Weapon & Armor Proficiency: Shadowtrick priests are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. ST's are proficient with light armor, but not with shields.
Spells per day: A shadowtrick priests training focuses on divine magic. Thus, when a character gains a new level of STP, she gains new spells per day as if she also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not however gain any other benefit a character of that class would have gained.
Expanded Spell List: Starting at first level and every level thereafter your deity grants you additional spells of trickery and shadows. Add the following spells to the spell list of one divine spellcasting class you posses levels in.
1: charm person, fengut, net of shadows
2: blur, invisibility, phantasmal assailant
3: displacement, abolish shadows, rend shadow weave
4: greater invisibility, phantasmal killer, shadow conjuration
5: false vision, seeming, shadow evocation
6: mislead, veil, shadow walk
7: mass invisibility, greater shadow conjuration, project alternate image
8: screen, scintillating pattern, greater shadow evocation
9: shades, stalking spell, weird
Consecrated Deceiver: At 1'st level the STP gains the ability to add her shadowtrick priest class levels to stack with her Sacred Outlaw feat. For example, a 5'th level cleric/ 3'rd level rogue/ 3'rd level shadowtrick priest Turns undead as a 11'th level cleric, and deals +6d6 points of damage on a successful sneak attack. Furthermore, if she also has the Divine Scoundrel class ability from the Mischiefmaker prestige class, then this ability also stacks with both of those.
Extra Granted Domain: At 1'st level, the STP gains access to one domain chosen from among those her deity offers, and with it the granted power of that domain. STP's who were once clerics essentially gain an extra domain this way and can prepare their domain spells at each level from the new domainís list if they wish.
Surprise Shadowcasting:(Ex) At 2'nd level, whenever you catch an opponent flat-footed or denied their Dexterity bonus to AC (not simply flanked) and you cast a spell from the Expanded Spell list, the spell receives a +1 divine bonus to the DC for catching them off-guard. This bonus increases by 1 every three levels beyond 2'nd. (5th, 8th, etc).
Shadowself:(Sp) A 3'rd level shadowtrick priest can speak an incantation and nearby shadows gather together, assuming your approximate size and shape. You create a shadowy duplicate of yourself at a place you indicate within 50'. The shadow double attacks any adjacent target (regardless of the weapon it appears to wield), as you desire, starting in the round when you cast the spell. It attacks on your turn once each round, striking with an attack bonus equal to your base attack bonus + your Wis modifier. Each hit deals 1 point of Strength damage to the target. The first time a target is hit, it can attempt a Will save to disbelieve the effect; this negates the damage and renders it immune to further attacks by the shadow double. The shadow double occupies a space identical to yours. It is not incorporeal, and thus can't share a space with another creature or object. It can provide a flanking bonus against any creature that hasn't yet saved successfully against it. The shadow double can strike incorporeal creatures, but not ethereal creatures. Each round after the first, you can use a swift action to direct the shadow double to attack any other target. To attack this new target, the shadow double can move to any new legal space within 30 feet (it moves by instantaneous teleportation). If it is not commanded to switch targets, it continues to attack the same target. A shadow double can be attacked. It has an Armor Class equal to 10 + your size modifier + a deflection bonus equal to your Wis modifier, and has one-fifth of your full normal hit points. If the shadow double is reduced to 0 hit points, or if you create a second shadow double when the first still exists, the shadow double dissolves into mist. The Shadowself lasts 1 round/ STP level and can be used a number of times a day equal to your Wis modifier.
Conceal Shadowtricks:(Ex) At 4'th level you can cast a spell from the Expanded Spell List without revealing that you are doing so. Make a Sleight of Hand check as part of the action used to cast the spell, opposed by the Spot checks of onlookers. If you are successful, an observer can't tell that you're casting a spell. That observer cannot make an attack of opportunity against you for casting, nor can it attempt to counter your spell. Furthermore, if you successfully cast a concealed spell from the Expanded list you can immediately cast another spell as a free action or perform another standard action of your choice.
Mantle of Shadows:(Su) At 5'th level the shadowtrick priest is able to create a pitch black mantle of swirling shadows to form around her head and shoulders like a cloak as a free action. It cannot be physically removed, completely hides your features, and continuously grants Nondetection as the spell, plus the shadowtrick priest gains a superior form of darkvision with a 60-foot range. She can see through any form of normal or magical darkness without hindrance. In addition, she may cast Shadowspray and Friend to Foe while wearing the Mantle of Shadows one time a day each.
Afraid of the Shadows:(Sp) At 6'th level the STP may draw forth a twisted reflection of your foe from the Plane of Shadow. The image unerringly touches the subject, causing Wisdom damage equal to 1d6 points +1 point per four caster levels (maximum +5). A Will saving throw halves the Wisdom damage. This ability takes one standard action.
Shadow Shield:(Sp) At 7'th level a STP can surround himself with a globe of blue-black force as a swift 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 also grants him spell resistance equal to 12 + his STP level, as if he were under the effect of a spell resistance spell. The STP may use a shadow shield for up to 2 rounds per caster level per day. This duration need not be consecutive and the STP may break it up into increments as small as 1 round if he so desires. Creating or dismissing the shadow shield is a swift action.
Bewildering Shadows:(Sp) At 8'th level You channel the mockery of your trickster deity to sow dissension among your opponents. By using this ability, you cause the subject to believe that two allies and two enemies have traded places. The allies physically closest to the subject now seems to have the appearance, voice, clothing, and gear of its nearest enemies, and that the enemy looks and sounds exactly like the subject's nearest ally. Unless the subject makes a successful Will save, it immediately attacks the false enemy, which is considered flat-footed for that round only.
Both the ally and the enemy must be within the effects range of 50 feet, and the effect ends immediately if either moves out of its range from you. Bewildering shadows affects only the subject, and takes a standard action to cast. This spell like ability is cast at full character caster level and lasts 1 round/STP level. A will save negates the effects. This spell-like ability can be used a number of times a day equal to your WIS modifier.
Master of Shadow deception:(Ex) A 9'th level STP gains the ability to cast any spell from the Expanded Spell List as a free action after successfully dealing sneak attack damage. Additionally if she casts any spells from the Expanded Spell List with their normal casting time, they are automatically extended, as per the Extend spell feat.
Powerful Shadow Tricks:(Su) When a shadowtrick priest reaches 10'th level, the strength of the effects created by her shadow conjuration, shadow evocation, greater shadow conjuration, greater shadow evocation, and shades spells increases by 20%. That is, these spells are an additional 20% likely to affect disbelieving creatures and deal 20% more damage. As no shadow illusion is 100% real the percentage is capped at 99%.
(All spell-like abilities are cast at total character caster level)
Hit Die: d8
Level Attack Fort Ref Will Special Spellcasting
1st 0 0 2 2 Expanded spell list, Consecrated Deceiver, Granted Domain +1 level of existing divine spellcasting class
2nd 1 0 3 3 Surprise Shadowcasting +1 level of existing divine spellcasting class
3rd 2 1 3 3 Deceptive Weapon +1 level of existing divine spellcasting class
4th 3 1 4 4 Conceal Shadowtricks +1 level of existing divine spellcasting class
5th 3 1 4 4 Mantle of Shadows +1 level of existing divine spellcasting class
6th 4 2 5 5 Afraid of the Shadows +1 level of existing divine spellcasting class
7th 5 2 5 5 Shadow Shield +1 level of existing divine spellcasting class
8th 6 2 6 6 Bewildering Shadows +1 level of existing divine spellcasting class
9th 6 3 6 6 Master of Shadow Deception +1 level of existing divine spellcasting class
10th 7 3 7 7 Powerful shadow Tricks +20% +1 level of existing divine spellcasting class
All comments, critiques and questions are welcomed!! ;)
Edited by - Copper Elven Vampire on 21 Dec 2018 01:51:06