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New Feats

Project space for Peacenlove's Complete Shadow project for Pathfinder.

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New Feats

Postby Peacenlove » Thu Jan 20, 2011 9:30 am

Dark Store Feats were originally presented in the Descent of Shadows project by Realms of Chaos.

Dark Magic Scholar
You continue to unravel the hidden secrets of the shadows.
Prerequisites: Shadow caster level 19th.
Benefit: Your Master mysteries become Spell Like abilities, gaining extra uses per day and following all the normal rules for spell like abilities.

Dark Magic Master [Epic]
Your revelations over the powers of shadows grant you terrifying abilities.
Prerequisites: Dark Magic Scholar, Shadow caster level 25th.
Benefit: Your Initiate mysteries become Supernatural abilities, gaining extra uses per day and following all the normal rules for supernatural abilities.

Dark Magic Ascendant [Epic]
There are but a few secrets eluding your grasp.
Prerequisites: Dark Magic Master, Shadow caster level 31th.
Benefit: Your Master mysteries become Supernatural abilities, gaining extra uses per day and following all the normal rules for supernatural abilities.

Apprentice Void Mysteries [Epic]
You unlock a new type of mysteries, the Void mysteries, which draw directly through the connective forces that bind the material and the shadow plane.
Prerequisites: Dark Magic Ascendant, Epic Shadow Casting, Shadow caster level 37th
Benefit: You may choose to cast an apprentice mystery as an extraordinary ability, following all the normal rules for extraordinary abilities. This ability is usable at will.

Initiate Void Mysteries [Epic]
Your studies of the Void mysteries has paid off.
Prerequisites: Dark Magic Ascendant, Epic Shadow Casting, Apprentice Void Mysteries, Shadow caster level 43th
Benefit: You may choose to cast an initiate mystery as an extraordinary ability, following all the normal rules for extraordinary abilities. This ability is usable at will.

Master Void Mysteries [Epic]
Your magic becomes as natural as the environment itself.
Prerequisites: Dark Magic Ascendant, Epic Shadow Casting, Apprentice Void Mysteries, Initiate Void Mysteries, Shadow caster level 49th
Benefit: You may choose to cast a master mystery as an extraordinary ability, following all the normal rules for extraordinary abilities. This ability is usable at will.

Favored in Guild (Tenebrous Cabal) (for use with the affiliation rules found in the DMG 2)
You become a crucial high ranking member of the Tenebrous Cabal
Prerequisites: Tenebrous Cabal affiliation score 15 or greater
Benefit: Once per day you can use Shadow walk or Plane Shift to any plane Conterminous with the Plane of Shadows. You must use a special token granted by the organization and if the token is lost the benefits of this feat are also lost unless you spend 2.000 GP and 1 week time to acquire a new one. You can only affect yourself and anybody bearing this special token with the aforementioned spells.
In addition you gain a bonus to diplomacy checks equal to 1/3 your affiliation score when dealing with members of your affiliation.

Versatile Shadow caster (adapted from races of the dragon)
You can use two lower-level mysteries to cast a spell one level higher.
Prerequisite: Ability to cast mysteries.
Benefit: You can use two mysteries of the same level to cast a mystery you know that is one level higher. For example, a Shadow caster with this feat can expend two 2nd-level mysteries to cast any 3rd-level mystery he knows. You cannot use fundamentals to power up this feat.

Evil Feed [Dark Store]
Unlocking the knowledge of countless celestials you infuse your body and mind with potent defenses against evil magic. Not only you nullify their effects, you transform them into helpful effects via the use of shadow magic.
Prerequisites: Must be of good alignment, access to a 4th level mystery with the [Good] Descriptor.
Benefit: In order to gain the benefits of Evil Feed on any given day, you must surrender a single use of any 4th level mystery with the [Good] descriptor while recovering your mysteries for that day.

At will as an immediate action you may ward yourself against an attack, spell, spell like ability or supernatural ability.

You are healed instead of damaged by vile damage caused by the action (a damage type that appears in Book of Vile Darkness).

In addition if the action originated by a spell with the evil descriptor, or by a creature with an evil aura and you suffered hit point or ability damage or ability drain by that action, then your attacker suffers the same amount of damage or drain.

Greater Umbral Sight
Nothing can hide in the dark and escape your gaze.
Prerequisites: Umbral Sight (See in Darkness 60 feet).
Benefit: Your Umbral Sight radius increases by 30 feet.
Special: You can take this feat multiple times. Its effect stack.
Note: This feat can be taken as a bonus shadow caster feat.

Greater Sustaining Shadow
From now on your shadow, not your body, supports your life.
Prerequisites: Sustaining Shadow (no need to breathe)
Benefit: If you lose a limb or body part, the lost portion regrows in 10 minutes. You can reattach the severed member instantly by holding it to the stump. The dismembered limb withers away into dust after 10 minutes and no hit points are recovered during this process.
In addition when you would be healed by any effect an amount of hit point or ability damage, multiply the amount by 1,5 (rounded down).
Note: This feat can be taken as a bonus shadow caster feat.

Master of Darkness
Your dark magic blinds even creatures who could normally see in it.
Prerequisites: Ability to cast any mystery with the darkness descriptor of 3rd level or higher.
Benefit: Whenever a mystery you cast would lower the light level by one step, it is instead lowered by 2 steps. Thus means that bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the mystery's confines.
At 11th caster level the light level is instead lowered by 3 steps and at 17th caster level by 4 steps.
Peacenlove
 
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Re: New Feats

Postby Peacenlove » Thu Jan 20, 2011 3:36 pm

Embrace of the Spider
You unlock more powers, granted by your racial association with spider kind

Prerequisite: Drow, Character level 7th
Benefits: You can use acid splash and detect poison at will and pass without trace a number of times equal to your level / 6.
In addition you can affect vermin of any kind with mind affecting effects as if they had an intelligence score of 1.

Terror of the Nether Lords [Dark Store]
Your mere presence terrifies even the most stalwart of foes.

Prerequisites: access to a 7th level mystery.
Benefit: In order to gain the benefits of Terror of the Nether Lords on any given day, you must surrender the use of any 7th level mystery while recovering your mysteries for that day.
You gain a fear aura that you can activate as a move action and it lasts for 1 round.
Creatures within 60 feet radius with HD equal or less than your level cower in fear.
A successful will save makes the creature shaken instead.
This effect lasts for 1 minute and cannot affect the same creature more than once per day.

Ebon Bindings [Dark Store]
You make sure that none will escape your clutch.

Prerequisites: access to a 7th level mystery.
Benefit: In order to gain the benefits of Ebon Bindings on any given day, you must surrender the use of any 7th level mystery while recovering your mysteries for that day.
As a standard action make a touch attack against a target.
That creature is treated as being affected by a dimensional anchor spell and must succeed on a reflex save or become immobilized. Both effects last for 1 minute.

Devour Magic [Dark Store]
For most sentient beings magic is a force to be feared or worshipped. For you it is merely a tasty food.

Prerequisites: access to a 3rd level mystery.
Benefit: In order to gain the benefits of Devour Magic on any given day, you must surrender the use of any 3rd level mystery while recovering your mysteries for that day.
You may, as a swift action, heal your wounds.
The number of hit points healed equals the sum of the spell level of all the mysteries and spells cast from the start of your last round that originated from or affected a point in a close range from you.

Soldier of Darkness [Dark Store]
You are never without protection or armaments.

Prerequisites: access to a 9th level mystery.
Benefit: In order to gain the benefits of Soldier of Darkness on any given day, you must surrender the use of any 9th level mystery while recovering your mysteries for that day.
When you recover your mysteries, a chain shirt, breast plate or full plate made from shadow ore appears donned on your person. If you wore armor it appears at your feet.
You may choose the material emulated by the shadow ore (as presented in the Descent of shadows project). This suit of armor is magical and you may choose the properties bestowed to the armor at the time it appears.
The total cost of the armor must not exceed 4.000 gp times your character level.
In addition a weapon of your choice made from shadow ore appears in your hands.
You may choose the material emulated by the shadow ore (as presented in the Descent of shadows project). This weapon is magical and you may choose the properties bestowed to the weapon at the time it appears.
The total cost of the weapon must not exceed 8.000 gp times your character level. These items dissipate into nothing when they leave your person or after 24 hours whichever comes first.

Dark Fog [Dark Store]
Smokes and darkness serve you as cover.

Prerequisites: access to a 5th level mystery.
Benefit: In order to gain the benefits of Dark Fog on any given day, you must surrender the use of any 5th level mystery while recovering your mysteries for that day.
You can use darkness at will at close range as a supernatural ability. Squares affected are also affected with a fog cloud effect.
These 2 effects last for 1 minute.

Mind Flay [Dark Store]
Your touch is deadly to both body and mind.

Prerequisites: access to a 7th level mystery.
Benefit: In order to gain the benefits of Mind Flay on any given day, you must surrender the use of any 7th level mystery while recovering your mysteries for that day.
You can infuse your hand with dark energy as a swift action for 1 round.
Whenever you touch a living creature while the effect lasts, the creature takes 1d6 damage per 4 character levels and 1 Wisdom damage. You heal hit points equal to the amount inflicted and if the target is not immune to ability damage you heal 1 point of any ability damage you might suffer. Excess hit points are simply lost.

Weave Sense [Dark Store]
You can discern the spell power of your enemies.

Prerequisites: access to a 2nd level mystery.
Benefit: In order to gain the benefits of Weave Sense on any given day, you must surrender the use of any 2nd level mystery while recovering your mysteries for that day.
With a touch, you instantly determine if a creature can cast arcane spells, invocations or mysteries and the maximum spell level it can cast.

Seething Retribution [Dark Store]
Whoever dares to hit you is prone to the full might of your anger.

Prerequisites: access to a 6th level mystery.
Benefit: In order to gain the benefits of Seething Retribution on any given day, you must surrender the use of any 6th level mystery while recovering your mysteries for that day.
Whenever an opponent scores on you a successful critical hit, you may cast a mystery of a grade lower than you could cast as an immediate action.
That mystery is not expended from your daily allotment of mysteries, must target the offending creature and cannot be counterspelled or disrupted by any means. This ability is usable once per round.

Revenge of the Wretched [Monstrous]
So debased is your devotion to vile gods and fiends, that the very energy you channel is tainted beyond belief

Prerequisites: Drider, Channel energy.
Benefit: Damage from your channel energy becomes vile and its damage die increases by one step.

Venomous Magic [Monstrous]
You have learned to imbue your damaging spells with a dose of poison.

Prerequisites: Ability Focus (Poison), Poison as an extraordinary or supernatural ability, innate spellcasting or spell-like abilities.
Benefit: Whenever you successfully deal damage with a spell or spell like ability, you can choose to poison your targets as if you successfully hit them. The save DC of the poison is equal to that of the damaging effect. This ability may be used 3 times per day but no more than once per round.

Umbral Swordsage
Your journey into shadow has guided you upon the path of the Sublime Way, and you have complimented your dark talents with the skill of a blade wizard.

Prerequisites: Fundamentals of shadow, quick to act +1, shadowcaster level 1st, swordsage level 1st.
Benefit: Levels in shadowcaster and swordsage levels stack for purposes of determining discipline focus bonuses, initiative bonus from the quick to act class feature, and swordsage initiator level.
You add Desert Fire, Desert Wind Dodge, Distant Horizon, Falling Sun Attack, Gloom Razor, Martial Study, Martial Stance, Scorching Sirocco, Shadow Trickster, Shadow Blade, Shards of Granite, Stone Power, and Tiger Blooded to the list of bonus shadowcaster feats.
Finally, you may add your charisma instead of your wisdom modifier to AC when wearing light armor, if you have this ability.

Forlorn Knight
Your devotion to your deity is beyond morality and transcends the barriers of the divine. By training in magics, most sinners are not prepared against; you possess many tools to fight evil and depravity.

Prerequisites: Fundamentals of shadow, smite evil 1/day, shadowcaster level 1st, paladin level 1st.
Benefit: Levels in shadowcaster and paladin stack for the purposes of determining the bonuses and daily uses of smite evil and for the acquisition and progression of the divine link class feature, as well as for the caster level of any paladin spells or shadowcaster mysteries you cast.
Your paladin spells become spell like abilities. At 13th level they become supernatural abilities. You can apply any metashadow feats to them as though they were mysteries.
You may expend a daily smite attempt as a free action once per round to regain a daily use of a mystery of one grade lower that you can cast.
Finally you may multiclass freely between the paladin and shadowcaster classes as long as you adhere to the paladin’s code of conduct.
Peacenlove
 
Posts: 20
Joined: Fri Nov 05, 2010 1:13 am
Location: Athens, Greece

Re: New Feats

Postby Peacenlove » Thu Jan 19, 2012 8:03 am

New feats as of 19/1/2012

Extra Apprentice Path Mastery
Mastery of shadows need not be restrictive for the inquiring minds.

Prerequisite: Path Mastery class ability, Shadow caster level 6th
Benefits: You can activate an additional Apprentice Path Mastery ability.

Extra Initiate Path Mastery
You expand the latent power granted by your studies.

Prerequisite: Path Mastery class ability, Extra Apprentice Path Mastery, Shadow caster level 12th
Benefits: You can activate an additional Initiate Path Mastery ability.

Extra Master Path Mastery
Others are simply amazed by the powers you tap. You are similarly amazed at the endless potential of darkness.

Prerequisite: Path Mastery class ability, Extra Initiate Path Mastery, Shadow caster level 18th
Benefits: You can activate an additional Master Path Mastery ability.
Peacenlove
 
Posts: 20
Joined: Fri Nov 05, 2010 1:13 am
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