Author Topic: Shadowright [Gramarie Prestige Class]  (Read 1872 times)

Offline kellus

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Shadowright [Gramarie Prestige Class]
« on: December 16, 2012, 01:59:59 AM »
The Shadowright
"And for those of you who are watching in black and white, the pink is next to the green."


Image credit DolphyDolphiana of deviantart.com

Secrets by their nature lie outside normal knowledge, and as long as secrets exist there will be those who seek only to uncover them. Everything in the world has a reflection, and just as light reflects upon a mirror, so does truth cast a reflection of falsehood. All reflections ultimately wind up in the realm of shadows, the hidden places that sit aside our world. Those who seek secrets from this desolate place often find more than they bargained for– shadowrights are some of those who go looking for reflected truths, and discover more truth than they could possibly handle. These gramarists learn secrets about the colours of the world which reshape the way they see it. For weal or woe, nothing can hide from a shadowright's black gaze...

Requirements: To become a shadowright you must meet all of the following requirements.
Gramarie: Any two KALD principles
Skills: Knowledge (nature) 8 ranks, Spot 10 ranks
Special: Must be exposed to the Plane of Shadow at some point
Specialization: Must be specialized in Kaleidomantics

Hit Die: d6
Skill Points at Each Additional Level: 6 + Int modifier

Class Skills: The shadowright's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha).

The Shadowright
LevelBABFortRefWillSpecial   
Priciples   
Mystery Level   
Shadowsight
1st+0+0+0+2Mysteries, shadowsight
+0
1st
Midnight
2nd+1+0+0+3Colour of magic, shadow seal (red)
+1
1st
Catoptric
3rd+1+1+1+3Shadow seal (yellow)
+2
2nd
Ranging
4th+2+1+1+4Colour of magic, shadow seal (blue)
+3
3rd
Connected
5th+2+1+1+4Shadow seal (orange)
+3
3rd
Thermal
6th+3+2+2+5Colour of magic, shadow seal (green)
+4
4th
Fluid
7th+3+2+2+5Shadow seal (indigo)
+5
5th
Primal
8th+4+2+2+6Colour of magic, shadow seal (violet)
+6
5th
Penetrating
9th+4+3+3+6Shadow seal (black)
+6
6th
Frequent
10th+5+3+3+7Colour of magic, shadow seal (white), shadowrong
+7
7th
Intimate

All of the following are class features of the shadowright.

Weapon and Armour Proficiencies: As a shadowright, you gain no additional weapon or armour proficiencies.

Principles of Gramarie: You continue to advance your study of gramarie. At 2nd level, and again whenever indicated on the class table, you learn a new principle of gramarie that you qualify for. At 7th level you gain access to Doctorate-level principles, and can refer to yourself as a doctor of any discipline you attain that level of knowledge in.

Mysteries: As a shadowright you are privy to many secrets of darkness that others might never know even exist. You learn mysteries of shadowcasting; you have a caster level equal to your Hit Dice for these mysteries. At midnight, dawn, midday, and dusk, you can realign your shadow's spirit, granting you different mysteries. You can be aligned to a number of mysteries at a time equal to your Charisma modifier; these mysteries can be used at will. Your maximum mystery level is shown on your class table. The save DC against your mysteries is equal to 10 + your class level + your Charisma modifier. Mysteries are described futher in Tome of Magic. Additional mysteries can be found in the Descent of Shadows project.

Shadowsight (Ex): A shadowright's distinguishing feature are her eyes of blackest night, which see into dark corners of the Plane of Shadows which mortal creatures cannot penetrate. You have a bonus on Spot checks of half your class level, and as you advance you gain many strange and useful augments to your sight:
  • Midnight: At 1st level, you gain eyes of midnight, which render you colourblind. This is not just normal red/green colourblindness, either; a shadowright sees only in shades of grey. Your eyes become a deep and opaque black.
  • Catoptric: At 2nd level, you gain catoptric vision. All of the Plane of Shadow is but a reflection, and now your gaze penetrates such images. Your eyes now see through reflections; mirrors are transparent for you, and your sight is permanently polarized. This eliminates bright light reflected off of shiny surfaces.
  • Ranging: At 3rd level, you gain ranging vision. Your vision becomes something wild and alive, and returns to you. Your eyes can now measure distances. Whenever you look at a surface, object, or creature, you can tell at a glance the distance between you.
  • Connected: At 4th level, you gain connected vision. The Plane of Shadow has many ties to the material realm, and your eyes now see the connections between seemingly disparate things. Your eyes can now see gramaric circuits as a shadow floating in space, as well as the connections that join its components.
  • Thermal: At 5th level, you gain thermal vision. There exists no hot or cold on the Plane of Shadows, only light and dark. You can tell the temperature of anything you look at, out to a distance of 60ft. This thermal sight penetrates objects and surfaces, and allows you to distinguish living creatures inside of the area whose internal temperature is different from the ambient temperature.
  • Fluid: At 6th level, you gain fluid vision. Shadows are fluid, variable things that are dynamic and ever-changing. You can tell the composition of any fluid (liquid or gas) that you look at.
  • Primal: At 7th level, you gain primal vision. The Plane of Shadow is a thing alive, and a piece of it resides inside of every animate thing. You can pinpoint animate creatures within 120ft. of your sight, whether they are alive, undead, or constructs.
  • Penetrating: At 8th level, you gain penetrating vision. Darkness allows us to tell day from night, and now your vision allows you to tell the real from the nonreal. You automatically get a chance for a fundamental disconnect whenever you look at an illusion with a visual sensory component. You only get one such free attempt per illusion.
  • Frequent: At 9th level, you gain frequent vision. Just as fast as the speed of light is the speed of the darkness that it casts. With your sight moving at such speeds, how can mortal barriers obstruct you? As a free action, you can turn this ability on or off; while active, you can see through obstacles within 120ft. of you. You can choose how many layers to penetrate inside of the area of effect. Lead is the only thing that blocks your vision; however, while this ability is active, you give off radiation like a radiomantic metal with the same volume as your body (and can explode like one).
  • Intimate: At 10th level, your sight ascends to its highest form, and you gain intimate vision. All places are one when they are bathed in shadow. Any location you look at is now treated as being "familiar" to you for the purposes of scrying, teleporation, and other such effects, no matter the distance separating you.
Colour of Magic (Ex): Magic has many colours, and only you can see all of its shades. At 2nd level and every two levels thereafter, you learn a special discovery about kaleidomantics from the following list:
  • Unimpeachable Pigmentation Technique: Your filters are exceptionally well stuck in space. Whenever you fix a kaleidomantic filter to a point in space (instead of to someone or something), the Strength DC to move it increases by 5 and every preparation of it can hold an additional 1,000 lb.
  • Charcoal Chicanery: Whenever you construct a black filter, you can program it with an imachinary sensory component that you know. Any attempt to retrieve information from beyond the filter returns instead the illusory sensory component. This is essentially a new way to deliver an imachinary illusion, except instead of being fixed on a point in space, the illusion is based around the filter. By its nature a black filter blocks normal sensory information of all kinds, and thus this illusion works like a combination of an ablative effect and an additive effect. You prepare the illusion on top of the filter for the purposes of time use, although you can use the filter's Spot check instead of the normal key skill check for the illusion.
  • Colourgami: If you're willing to do the math to work out the surface area, you can construct curved kaleidomantic filters instead of flat 2D shapes. You can join them together like normal, but any one preparation of a filter can only have one radius of curvature.
  • Orange Originality: Whenever you construct an orange filter, the filter imprints itself with the first gas to contact it (or you can set a particular gas when you construct it). It becomes selective only to that kind of gas, and is completely permeable to other gases. Concentrations must be accurate to within 1,000 parts per million to trigger the filter.
  • Purple Perception: Whenever you construct a violet filter, the filter imprints itself with living things it comes in contact with. Whenever you (and only you) touch the filter, you can see the face and alignment of every living creature that touched the filter in the last day, in reverse order.
  • Ruby Ruination: Whenever you construct a red filter, heat that's blocked from passage is absorbed into the filter, like an ice arcanodynamic transformer. However, you cannot remove ebbs from it with a circuit or connect it to an output; instead, if the filter ever collapses it releases a fireball centered on itself, with a radius of 5ft. per ebb of heat absorbed, and dealing 1d6 fire damage per ebb. This fireball offers a Reflex save for half damage against the same DC as your mysteries. A red filter like this can store up to 1,000 ebbs of heat before it tops off; any excess heat is nullified like normal.
  • Teal Telemetry: Whenever you construct a blue filter, you (and only you) can tell just by touching it the volume and pressure of water pressing on it.
  • Ultramarine Ultimatum: Whenever you construct an indigo filter, protons and electrons accumulated by the filter can be recombined into their natural state. Whenever an acid is neutralized, the filter gains a number of 'proton points' equal to the damage per round the acid dealt, multiplied by the cubic feet of it neutralized. Whenever a base is neutralized, the filter gains a number of 'electron points' equal to the damage per round the base dealt, multiplied by the cubic feet of it neutralized. When the filter collapses, it spontaneously generates a volume of liquid water equal to 100 cubic feet of water for every pair of proton and electron points it's holding.
  • Verdant Venom: Whenever you construct a green filter, instead of eliminating toxins you can refine them. Fluid poisons that pass through your filter are not made inert, but instead they become more concentrated; as long as there is fluid for the venomous agent to reside in, someone can use your filter to purify such a poison. Refining a fluid poison works by moving part of the fluid through the filter, and thus concentrating the poison in the rest of the fluid. At least half of the fluid must be passed through the filter, and if additional volume of fluid is added to the poison later, the refinement is lost. Refining a poison increases the save DC by 4, and it deals an additional damage die of ability damage.
  • Xanthous Xception: Whenever you construct a yellow filter, you can program a single planetary metal into it as an exception. This metal can pass through the filter as if it weren't stone or metal, while the filter retains its impermeability to every other kind of stone and metal.
Shadow Seal (Su): All colours are but pale imitations of black. Shadow is the purest expression of the colour of the cosmos, and you learn various ways to harness its might. At 2nd level, you learn to seal a colour of magic; this is an area effect that extends around you to a radius of 50ft. Inside of the area, all colour of that type disappears. Prismatic effects and kaleidomantic filters which are composed of that colour might collapse. You can make an immediate Hit Die check (against the caster level of a prismatic effect) or an opposed Spot check (against the Spot check of such a filter) to collapse the coloured effect. You can only try to collapse a given effect once per day, when it first enters your seal area.

You activate or deactivate this ability as a free action, and every time you turn it on you select which colour you want to seal. You gain various benefits from sealing a colour, as its power is locked away inside of you. At 2nd level, you can only seal the colour red. However, as you advance in level, you learn to seal additional colours.
  • Red: At 2nd level you learn to seal the colour red. This grants you immunity to any effect that would change your temperature unless you wish to accept it. You gain fire and cold immunity while sealing the colour.
  • Yellow: At 3rd level you learn to seal the colour yellow. This seal grants you the equivalent of a constant stoneskin effect (caster level equal to your Hit Dice), but only against stone and metal weaponry or objects.
  • Blue: At 4th level you learn to seal the colour blue. This seal grants you immunity to the effects of pressure and dehydration effects.
  • Orange: At 5th level you learn to seal the colour orange. This seal relieves you from the need to breathe. This grants you immunity to drowning and inhaled dangers.
  • Green: At 6th level you learn to seal the colour green. This seal grants you immunity to poisons.
  • Indigo: At 7th level you learn to seal the colour indigo. This seal grants you immunity to the corrosive effects of acids and bases; this works like acid immunity.
  • Violet: At 8th level you learn to seal the colour violet. This seal grants you immunity to positive and negative energy effects unless you wish to accept them.
  • Black: At 9th level you learn to seal the colour black. This seal provides you with a constant nondetection effect, and immunity to sonic damage as well as damaging effects which specify blinding or searing light.
  • White: At 10th level you learn to seal the colour white. This seal provides you with immunity to radiomantic effects, including radiomantic negative levels and radiomantic hellfire damage.
Shadowrong (Ex): At 10th level, you learn the super-duper secret 9th kaleidomantic filter! Knowing this ability allows you to construct white filters; add the following choice to your list of filter colours:
  • White: A white filter excludes radiomantics. It works like lead for the exclusion of radiomantic negative levels and radiomantic hellfire damage. As an interesting side effect, it also blocks detecting effects which are specifically blocked by lead. A white filter is vulnerable to darkness. It collapses if the entire filter is enclosed in an area of total darkness.