Gloomshade
“
The shadows are your friend and soul.”
Gloomshades are deadly foes and nearly impossible to escape from. They are creatures born of darkness in the same way a sorcerer is born of magic. However, unlike a sorcerer, they do not rely on sheer willpower. Rather, they rely on their intuitive understanding of the darkness that flows through them. A gloomshade harnesses this ability for both arcane and martial purposes, fusing them together. This class focuses on teleporting around the battlefield in quick, short jumps using innate talents, magic and maneuvers. The shadows they surround themselves with both protect them and improve their attacks.
Abilities: Wisdom is the most important ability to a gloomshade. It increases their spell-casting abilities and several class features. Strength, Constitution and Dexterity are also important for the gloomshade is going to be in the thick of combat, weaving between foes.
Role: A gloomshade serves as a melee striker and supernatural scout for the party. They have spells to move their allies from place to place and abilities to help them deal more damage. They do not have the utility of a full level arcane caster nor the buffing abilities of a full divine caster. They give up spellcasting versatility to learn a few tricks.
Hit Die D6
Starting Gold: 4d6 x 10 Gp (Average 140 gp).
Class SkillsThe Gloomshade's class skills are: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int) , Knowledge (the Planes) (Int), Knowledge (Local) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Skill Points at First Level: (4 + Intelligence Modifier) x 4
Skill Points Per Level After First: 4 + Intelligence Modifier
Table 1—2: The GloomshadeLevel | BAB | Fort | Ref | Will | Special | Spells per day |
| 0 | 1 | 2 | 3 | 4 | 5 | 6 |
1 | +0 | 0 | 2 | 0 | Shadow Pool, Guild Training, Weapon Arts +1, Armored Mage | 5 | 1 | — | — | — | — | — |
2 | +1 | 0 | 3 | 0 | Shadow Talent | 6 | 2 | — | — | — | — | — |
3 | +2 | 1 | 3 | 1 | Shadowsight (30'), Essence of Shade +1d6 | 6 | 3 | — | — | — | — | — |
4 | +3 | 1 | 4 | 1 | Cloak of Shadows | 6 | 3 | 1 | — | — | — | — |
5 | +3 | 1 | 4 | 1 | Body of Darkness I, Weapon Arts +2 | 6 | 4 | 2 | — | — | — | — |
6 | +4 | 2 | 5 | 2 | Shadow Talent, Shadowsight (60') | 6 | 4 | 3 | — | — | — | — |
7 | +5 | 2 | 5 | 2 | Essence of Shade +2d6 | 6 | 4 | 3 | 1 | — | — | — |
8 | +6/+1 | 2 | 6 | 2 | Improved Guild Training | 6 | 4 | 4 | 2 | — | — | — |
9 | +6/+1 | 3 | 6 | 3 | Improved Shadow Weaving, Weapon Arts +3 | 6 | 5 | 4 | 3 | — | — | — |
10 | +7/+2 | 3 | 7 | 3 | Shadow Talent, Dark Recovery | 6 | 5 | 4 | 3 | 1 | — | — |
11 | +8/+3 | 3 | 7 | 3 | Shadowsight (See in Darkness), Essence of Shade +3d6 | 6 | 5 | 4 | 4 | 2 | — | — |
12 | +9/+4 | 4 | 8 | 4 | Body of Darkness II, Shadow Pounce | 6 | 5 | 5 | 4 | 3 | — | — |
13 | +9/+4 | 4 | 8 | 4 | Hide in Plain Sight, Weapon Arts +4 | 6 | 5 | 5 | 4 | 3 | 1 | — |
14 | +10/+5 | 4 | 8 | 4 | Shadow Talent | 6 | 5 | 5 | 4 | 4 | 2 | — |
15 | +11/+6/+1 | 4 | 9 | 4 | Greater Shadow Weaving, Essence of Shade +4d6 | 6 | 5 | 5 | 5 | 4 | 3 | — |
16 | +12/+7/+2 | 5 | 10 | 5 | Quickened Strike | 6 | 5 | 5 | 5 | 4 | 3 | 1 |
17 | +12/+7/+2 | 5 | 10 | 5 | Weapon Arts +5 | 6 | 5 | 5 | 5 | 4 | 4 | 3 |
18 | +13/+8/+3 | 6 | 11 | 6 | Essence of Shade +5d6 | 6 | 5 | 5 | 5 | 5 | 4 | 3 |
19 | +14/+9/+4 | 6 | 11 | 6 | Essence of Shade +5d6 | 6 | 5 | 5 | 5 | 5 | 5 | 4 |
20 | +15/+10/+5 | 6 | 12 | 6 | Body of Darkness III, Critical Essence of Shade | 6 | 5 | 5 | 5 | 5 | 5 | 5 |
Class FeaturesAll of the following are class features of the Gloomshade
Weapon and Armor Proficiency Gloomshades are proficient with all simple weapons, kama, kukri, sai, sap, short sword, scimitar, rapier, scythe, spiked chain, longbow, composite longbow, shortbow, composite shortbow and whip. Additionally, if they have proficiency in all weapons of gloomshade disciplines they have maneuvers from. They are also proficient in light armor and bucklers.
SpellsA gloomshade casts arcane spells drawn from the gloomshade spell list presented below. A gloomshade can cast any spell he knows without preparing it ahead of time, the way a wizard or cleric must. They are born with a close connection to the Plane of Shadows, the Negative Plane or other equally dark areas. To learn or cast a spell, a gloomshade must have a Wisdom score equal to 10 + the spell level (Wis 10 for 0 level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a gloomshade's spell is 10 + the spell level + the gloomshade's wisdom modifier.
Like other spellcasters, a gloomshade can only cast a certain number of spells of each spell level per day. His base daily allotment is given on Table 1—2: The Gloomshade. In addition, he receives bonus spells per day if he has a high Wisdom score. A gloomshade's selection of spells is extremely limited. A gloomshade begins play knowing two 1st—level spells of your choice. At each new gloomshade level, he gains one or more new spells as indicated on table 1—1: Gloomshade Spells Known. Like sorcerer's, gloomshade's do not gain bonus spells known for having a high Wisdom modifier.
Upon reaching 2nd level and at every even-numbered gloomshade level after that, a gloomshade can choose to learn a new spell in place of one he already knows. In effect, the gloomshade “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged.
Gloomshades use metamagic as sorcerers and bards. Like a sorcerer, a gloomshade need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Special:[/u] The spells of a gloomshade are strange and difficult for non-gloomshades to grasp. As a result, any class, spell, item, or ability that allows someone to add or cast spells from another class list may not use gloomshade spells for this manner. This prevents prestige classes, classes and other abilities from taking advantage of the gloomshade's early spells. Additionally, gloomshade's who create magic items with a cost based on the level of a spell must treat spells as the highest-level possible. Essentially, this means they use the sorcerer/wizard or equivalent spellcasting class for the cost of these items. This prevents them from creating wands, potions and scrolls that take advantage of the lower spell-level of some gloomshade spells.
Cantrips A gloomshade can cast any cantrip, or 0-level spells, each day. They know all 0-level spells on the gloomshade spell list. Essentially, his spells known for cantrips is his 0-level spell list.
Table 1—1: Gloomshade Spells KnownLevel | 1st | 2nd | 3rd | 4th | 5th | 6th |
1 | 2 | — | — | — | — | — |
2 | 3 | — | — | — | — | — |
3 | 3 | — | — | — | — | — |
4 | 3 | 1 | — | — | — | — |
5 | 3 | 2 | — | — | — | — |
6 | 4 | 2 | — | — | — | — |
7 | 4 | 3 | 1 | — | — | — |
8 | 4 | 3 | 2 | — | — | — |
9 | 4 | 4 | 2 | — | — | — |
10 | 5 | 4 | 3 | 1 | — | — |
11 | 5 | 4 | 3 | 2 | — | — |
12 | 5 | 4 | 4 | 2 | — | — |
13 | 5 | 5 | 4 | 3 | 1 | — |
14 | 6 | 5 | 4 | 3 | 2 | — |
15 | 6 | 5 | 4 | 4 | 2 | — |
16 | 6 | 5 | 5 | 4 | 3 | 1 |
17 | 6 | 6 | 5 | 4 | 4 | 2 |
18 | 7 | 6 | 5 | 4 | 4 | 3 |
19 | 7 | 6 | 5 | 5 | 4 | 3 |
20 | 7 | 6 | 5 | 5 | 4 | 4 |
Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you are
Black Heron,
Dread Crown, and Shadow Hand. Once you know a maneuver, you must ready it before you cause it. (see Maneuvers Readied, below). A maneuver usable by Gloomshades is considered an extroadinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional maneuvers at higher levels as shown on table 1—3. You must meet a maneuver's prerequisite to learn it. Upon reaching 4th level and at every even numbered Gloomshade level after that (6th, 8th, 10th and so on), you can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level.
Maneuvers Readied: You can ready both maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by meditating in darkness for five minutes. The maneuvers you choose remain readied until you decide to mediate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers un-expended regardless of how many times you might have already used them since you chose them.
When you initiate a maneuver, you expend it for the current encounter. So each readied maneuver can be used once per encounter until you recover them. You can recover all expended maneuvers with a single standard action or you may recover one maneuver as a swift action if you spend a shadow pool point (see below). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
Stances Known: You begin play with knowledge of one 1st level stance from any discipline open to Gloomshades. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Table 1—3: Gloomshade Spells KnownLevel | Maneuvers Known | Maneuvers Readied | Stances Known |
1 | 2 | 1 | 0 |
2 | 3 | 1 | 0 |
3 | 3 | 2 | 1 |
4 | 3 | 2 | 1 |
5 | 4 | 2 | 1 |
6 | 4 | 3 | 1 |
7 | 4 | 3 | 2 |
8 | 5 | 3 | 2 |
9 | 5 | 3 | 2 |
10 | 5 | 4 | 2 |
11 | 6 | 4 | 2 |
12 | 6 | 4 | 3 |
13 | 6 | 4 | 3 |
14 | 7 | 4 | 3 |
15 | 7 | 4 | 3 |
16 | 7 | 4 | 3 |
17 | 8 | 4 | 4 |
18 | 8 | 5 | 4 |
19 | 8 | 5 | 4 |
20 | 9 | 5 | 4 |
Shadow Pool (Su): At 1st level, the Gloomshade gains a reservoir of mystical arcane energy that he can draw upon to fuel special powers. This shadow pool has a number of points equal to ½ his Gloomshade level (minimum 1) + his wisdom modifier. The pool refreshes once per day when the Gloomshade recovers spells. The gloomshade may use a point of his shadow pool to gain a +2 bonus to checks to cast defensively or to recover a single maneuver of the highest spell level he can cast as a swift action. The bonus to casting defensively stacks with itself and with any other bonuses to defensive casting such as Combat Casting.
Control Light (Su): At 1st level, the Gloomshade can decrease the levels of light within a 100' radius by a factor of 10% per Gloomshade level (up to a 100% maximum at level 10). For beings dependent on light to see, this decreases the effective range of vision for them by the same percentage. A gloomshade can see as normal in their own Control Light field, but not another gloomshade's Control Light field. For each 20% decrease in light, anyone within the area gains a +1 circumstance bonus on Hide checks. Using this ability is a swift action that costs a shadow pool point. This effect lasts for a number of rounds equal to the ½ the gloomshade's level + wisdom modifier. While within an area of light reduced in this manner, the gloomshade gains miss chance due to concealment of 5% for every 10% light is reduced by. This concealment even applies to creatures with darkvision but not to creatures with blind sense, blind sight or abilities that pierce through non-magical and magical darkness. At 10th level, this ability can be used to dispel Daylight or similar spells as a level 4 spell with a caster level equal to your gloomshade level. This ability functions as the spell
Dispel Magic for all purposes but may only be used to target a spell with the light descriptor. At 15th level, daylight and similar spells have no effect while inside an area with reduced light from Control Light.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A gloomshade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor. This training does not extend to medium or heavy armors, nor to shields. This ability does not apply to spells gained from a different spellcasting class.
Weapon Arts: At 1st level, a gloomshade chooses to specialize in a specific weapon style. Each weapon gains special bonuses when used. Additionally, the gloomshade blends their maneuvers and magic while using the chosen weapon. This ability only triggers when using the chosen weapon, only with maneuvers from gloomshade disciplines and gloomshade spells. After using a maneuver, the gloomshade gains a boost to their magical ability until the end of their next turn. The next spell cast before the end of the gloomshade's next turn gains a +1 insight bonus to save DC's against the spell and +1 damage bonus
per die of damage dealt. This ability also works in reverse. On any round when a gloomshade has cast a spell, they gain a bonus on on the next maneuver they use before the end of their next turn. They gain a +1 bonus to any save DC's against the maneuver, a +1 bonus to any combat maneuver made as part of the maneuver and a +1 bonus to damage
per die rolled as part of the maneuver. This includes dice rolled for weapon damage but not bonus dice such as using a flaming sword, sneak attack or essence of shade. This ability improves by +1 at 5th, 9th, 13th and 17th.
Art of the Scythe (Ex):
The gloomshade may treat the scythe as a discipline weapon for all gloomshade disciplines. When casting a spell from the gloomshade spell list, they may count as having a free hand. Additionally, when using the Shadow Weaving, Improved Shadow Weaving and Greater Shadow weaving class features, the gloomshade may deal 1x their strength modifier on off-hand attacks rather than only .5 their strength modifier.
The gloomshade may treat the spiked chain as a discipline weapon for all gloomshade disciplines. When casting a spell from the gloomshade spell list, they may count as having a free hand. Additionally, they gain Improved Trip as a bonus feat.
The gloomshade may treat the short sword as a discipline weapon for all gloomshade disciplines. When they attack a flat-footed target, they double the amount of Essence of Shade dice rolled for the first attack made that round. When wielding a short sword in one hand and the other hand is not holding a shield, buckler or weapon, they may instead triple the amount of Essence of Shade dice rolled for the first attack made that round if the target is flat-footed.
The gloomshade may treat the whip as a discipline weapon for all gloomshade disciplines. When the gloomshade uses a whip, its statistics change as follows. Damage increases to 1d6 for small creatures and 1d8 for medium creatures. Its critical multiplier changes to 19-20/x2. Finally, the whip deals lethal damage. When wielding a whip in one hand and the other hand is not holding a shield, buckler or weapon, they may treat the whip as a two-handed weapon for the purposes of getting 1.5x strength damage to attacks, power attack and similar feats and maneuvers. The off-hand may be used to hold rods, scrolls or potions and still gain this bonus.
Additionally, the gloomshade blends their maneuvers and magic while using a scythe. This ability only triggers when using a scythe. After using a maneuver, the gloomshade gains a boost to their magical ability until the end of their next turn. The next spell cast before the end of the gloomshade's next turn gains a +1 insight bonus to save DC's against the spell and +1 damage bonus
per die of damage dealt. This ability also works in reverse. On any round when a gloomshade has cast a spell, they gain a bonus on on the next maneuver they use before the end of their next turn. They gain a +1 bonus to any save DC's against the maneuver, a +1 bonus to any combat maneuver made as part of the maneuver and a +1 bonus to damage
per die rolled as part of the maneuver. This includes dice rolled for weapon damage but not bonus dice such as using a flaming sword, sneak attack or essence of shade. This ability improves by +1 at 10th and 20th level for a maximum of +3.
Essence of the Shade (Ex): At 3nd level, when the Gloomshade has concealment from a target, they can blend their weapon attacks with shadowstuff. Their attacks deal extra negative energy damage with every attack under these conditions. This extra damage is 1d6 at 2nd level and it increases by 1d6 every four levels thereafter (7th, 11th, 15th, 19th) to a maximum of +5d6. This damage is not multiplied on a critical hit. Creatures healed by negative energy instead take no effect from this ability.
Guild Training: Each Gloomshade is trained in one guild, gaining additional powers and spells known based on that guild. This choice must be made at 1st level, and once made, it cannot be changed.
This guild focuses on necromancy spells, fear effects and life drain. As a member of this guild, you gain the following abilities.
Grave Touch (Sp) As a swift action, you spend one point from your shadow pool to imbue your weapon with the power of the grave. Until the end of your turn, living creatures you attack must make a Will save (DC 10 +1/2 Gloomshade level + Wisdom modifier) or become shaken for a number of rounds equal to ½ your wisdom modifier (minimum 1). If you hit a creature twice with one use of this ability, it becomes frightened for 1 round if it has fewer hit dice than your gloomshade level. If a creature immune to fear is struck twice with this ability, they are still shaken for one round.
Death's Embrace (ex) At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area. Additionally, whenever you cast a necromancy spell you gain temporary hit points equal to 1d6 x the level of the spell cast. These temporary hit points stack with other temporary hit points gained through this ability but not with temporary hit points gained in any other way.
Bleak Discipline Spells: Members of this guild add the following spells to their spells known list at the indicated levels: 1st—Negative Energy Ray, 2nd—Vampiric Touch, 3rd—Lahm's Finger Darts*, 4th—Enervation, 5th—Orb of Dancing Death, 6th—Finger of Death
*BoVD – Bleak Discipline members do not pay corruption cost for this spell.
Members of the Night Stalker Guild focus on illusion and shadow effects. As a member of this guild, you gain the following abilities.
Binding Darkness (Sp): As a swift action, you spend one point from your shadow pool to weave shadows into your attack. Until the end of your turn, foes you attack must make a Reflex save (DC 10 + ½ Gloomshade level + Wisdom modifier) or be entangled for a number of rounds equal to ½ your wisdom modifier (minimum 1). The entangled creature treats your allies as having concealment unless it has darkvision or the ability to see in darkness. If you hit a creature twice with one use of this ability while it is already entangled, it instead treats all creatures as having total concealment unless it has darkvision or the ability to see in darkness but even then it still treats those creatures as having concealment.
Shadow Magic (Su): At 8th level, Night Stalker members become more adept with their shadow-spells. The effects created by shadow conjuration, shadow evocation, greater shadow conjuration, greater shadow evocation and shades increases by 10%. At 16th level, this increases to 20%. That is, these spells are an additional 10% or 20% likely to affect disbelieving creatures and deal 10% or 20% more damage.
Night Stalker Spells: Members of this guild add the following spells to their spells known list at the indicated levels: 1st—Invisibility, Swift, 2nd—Bladeweave, 3rd—Phantasmal Strangler, 4th—Shadow Evocation, 5th—Shadow Evocation, Greater, 6th—Shades
Members of the Gloaming Dance focus on movement, darkness and teleportation effects. As a member of this guild, you gain the following abilities.
Abrupt Jaunt (Sp): As an immediate action, you spend one point from your shadow pool to teleport 10'. You may not bring other creatures along with you. If used in response to an attack, it must be used before any attack roll is made. You cannot activate this ability in response to an attack you aren't aware of. Even if you have a way of using more than one immediate action per turn, this ability may only be used once per turn.
Reflecting Teleport (Su): At 8th level, Gloaming Dance members become more adept with their teleportation spells. Whenever using a teleportation spell from the gloomshade spell list, the gloomshade gains a profane bonus to AC and saves equal to the level of the spell cast for a number of rounds equal to the spell level cast. For example, a gloaming dance member who uses dimension door gets a +3 bonus to armor class and saves for three rounds. These bonuses do not apply to attacks or spells when the gloomshade is flat-footed. These bonuses do not stack and instead overlap. The highest bonus applies. For example, if that same gloaming dance member cast dimension hop the round after dimension door, the profane bonuses would still be +3 for three rounds. For teleportation spells that provide multiple teleports such as teleport jumper, the profane bonus is only gained after the first teleport made. For teleportation spells that teleport an ally, the profane bonus is instead granted to that ally. For teleportation spells that affect enemies, the profane bonus is granted to the gloomshade.
Gloaming Dance Spells: Members of this guild add the following spells to their spells known list at the indicated levels: 1st—Dimension Hop, 2nd—Dimension Step, 3rd—Dimension Jumper, 4th—Freedom of Movement, 5th—Dimension Jumper, Greater, 6th—Mind Blank
Members of the Ebon Thorn are highly religious. They have split into two camps, one group worshiping Inautia the God of the Dead and the other worshiping Eril Darkveil, Goddess of Shadows and former leader of the Order. Gloomshades in the order learn divine spells.
Smite Alignment (Su): The Ebon Thorns learn how to battle against a specific alignment. Those who choose Eril Darkveil as a deity typically choose evil while those who choose Inautia tend toward smite good. This choice must be made at first level and cannot be changed once chosen. As a swift action, you spend one point from your shadow pool to imbue your weapon with positive (Smite Evil) or negative (Smite Good) energy until the end of your turn. Attacks with your weapon count as good (smite evil) or evil (smite good) for the purposes of overcoming damage reduction. Additionally, the first attack made while under this effect deals bonus positive (smite evil) or negative (smite good) damage equal to ½ your gloomshade level (minimum 1).
Blessing of the Deity (Su): At 8th level, the gloomshade is blessed by his deity. Regardless of which deity blesses him, the effect is the same. He gains access to a fourth level devoted spirit maneuver of his choice. The Order may ignore prerequisites when choosing this maneuver. Having this maneuver readied does not count against their normal readied maneuver count. This maneuver is recovered at the same time as the gloomshade's other maneuvers. This single maneuver may be upgraded at level 16.
Order of the Ebon Thorn Spells (Su): Members of this guild add the following spells to their spells known list at the indicated levels: 1st—Bless, 2nd—Prayer, 3rd—Magic Circle Against Evil, 4th—Lesser Aspect of the Deity, 5th—Meteoric Strike or Blessing of the Darkveil (Eril Darkveil*), 6th—Aspect of the Deity
*See below Spell List
Shadow Talent At second level and every four levels thereafter (6th, 10th, 14th, and 18th) the gloomshade may learn a shadow talent. Shadow talents are secret arcane powers tailored to the gloomshade's way of blending shadow and martial talent. Unless specifically noted in a shadow talent's description, a gloomshade cannot select a particular talent more than once. Talents that affect spells can only be used to modify spells from the gloomshade spell list unless otherwise noted.
Critical Concealment (Su): When under the effect of concealment or total concealment, a gloomshade's ability to score a critical hit increases with the weapon chose for their weapon arts. The threat range of the weapon increases by one. So a weapon with a 19-20 range improves to 18-20, a weapon with a 20 threat range improves to 19-20. This effect stacks with other effect that expands the range of a weapon such as the keen edge spell, the keen weapon ability or the Improved Critical feat. The benefit of this feat is applied before the change in threat caused by the above effects.
Dark Accuracy (Su): The gloomshade may spend a shadow pool point as a swift action to gain their wisdom modifier as an insight bonus on all attack rolls until the end of his turn.
Gloomshade Feat: The gloomshade gains a bonus metamagic feat or shadow feat.
Nightmare Shroud (Su): The gloomshade learns to expend one point of their shadow pool to surround themselves with an ectoplasmic shroud drawn from the mental energy of creatures around you. This ghostly, translucent image usually reflects the fears of surrounding creatures. The shroud lasts for one minute. The horrific appearance of the nightmare shroud grants you a bonus on intimidate checks equal to your class level, a deflection bonus to AC equal to your wisdom modifier and increases the DC of any fear-effect you use by 1.
Penetrating Shades (Sp): The gloomshade learns to expend their shadow pool to pierce through spell resistance. As a swift action, the gloomshade may spend one shadow pool point to gain a bonus to caster checks to overcome spell-resistance equal to their strength bonus.
Shadow Clone (Sp): After making a successful Essence of Shades attack, you can create an illusory double of yourself as a swift action. This double functions as a single mirror image and lasts for a number of rounds equal to your gloomshade level, or until the illusory duplicate is dispelled or destroyed. You can have no more than 4 shadow clones at a time, although see below. This ability may only be triggered once per turn.
If the gloomshade is under the effects of mirror image or greater mirror image, this ability instead adds the new clone to the allotment for that spell instead of the four you can always have (up to the spell's maximum).
Shadow Metamagic (Su): Prerequisite: Gloomshade level 14, one metamagic feat. You learn how to fuse your magic and maneuvers to better access metamagic feats. When you use a maneuver, you may cast apply a metamagic feat you know to the first spell cast on your next turn with a 1 spell slot reduction (Minimum 0). Spells cast in this way must have the Darkness, Cold, Evil, Fear or Teleportation descriptor. For example, a gloomshade with empower spell could cast an empowered shadow evocation spell as a fifth level spell instead of as a sixth level spell. He could not, however, cast an invisible evocation spell as a 3rd level spell instead of a 4th level spell. It is possible, using this talent, for a gloomshade to apply a +1 metamagic feat to a 6th level spell.
Shadow Speed (Su): The gloomshade learns to move swiftly. They gain a ten-foot enhancement bonus to speed for every three gloomshade levels they possess (minimum +10 feet, maximum +60 feet). The gloomshade may spend a shadow pool point as a swift action to double this bonus for one minute. While their speed is doubled from using a shadow pool point, the gloomshade may move use their movement to walk on walls, ceilings and water. The gloomshade must end their movement on a surface they could normally stand upon without the benefit of this ability. If they end their turn along a wall or ceiling, they immediately fall and take fall damage as appropriate. If they end their turn on water, they fall into the water.
Summon Shadows (Sp): A gloomshade can summon one or more incorporeal undead creatures by expending a shadow pool point as a standard action. This ability otherwise functions identical to the summon monster spells. Undead summoned in this way do not gain the create spawn ability. Initially, this ability can be used to summon one shadow. At 6th level, two shadow pool points may be used to instead summon two shadows or one wraith. At 10th level, three shadow pool points may be spent to summon four shadows, two wraiths or one spectre. At 14th level, the cost to use the initial, 6th and 10th level summons reduced by one point (to a minimum of zero). Additionally, the gloomshade may spend three points to summon one greater shadow, two spectres, four wraiths or eight shadows. At 18th level, this ability improves again. The shadow pool cost is reduced by one for all prior iterations (minimum cost zero) and three pool points may be used to summon a dread wraith, two greater shadows, four spectres, eight wraiths or twelve shadows.
It is possible, due to the cost reduction at 14th and 18th level, to use this ability to permanently gain the companionship of one shadow or (at level 18) two shadows or one wraith.
Summon Shadow Demon (Sp): Prerequisite: Summon Shadows talent, Gloomshade 14th level. The gloomshade gains the ability to summon a shadow demon (Book of Vile Darkness) companion. By spending one point in their shadow pool, they can summon a single shadow demon as a standard action. The shadow demon lasts for 1 round per gloomshade level. This ability functions as Summon Monster. At 18th level, this ability improves in duration to 1 hour per gloomshade level.
Versatile Knowledge (Ex): The gloomshade learns how to change his spells known on the fly. He may change one spell known as a standard action by spending a number of shadow pool points equal to the spell level known. Spells changed in this way must come from the gloomshade spell list.
Weakening Shade (Su): Prerequisite: Gloomshade level 10. The gloomshade can expend 1 point from his shadow pool as a free action after hitting a target with his Essence of Shade ability to forgo the bonus damage from this ability and instead deal strength damage. This ability does 1 Strength damage per die of Essence of Shade given up in this manner. This ability can be used any number of times per round.
Wraithstrike (Sp):Prerequisite: Gloomshade level 6. As a swift action, the gloomshade may spend a shadow pool point to resolve all attacks made this round as touch attacks.
Wraith Form (Su): The gloomshade learns how to enter an incorporeal state. As a swift action, the gloomshade may spend one shadow pool point to become incorporeal until the end of their next turn. This ability can be canceled as a free action. While incorporeal, the gloomshade may use maneuvers against corporeal creatures as if their weapon had the ghost touch property.
Cloak of Shadows (Su): Starting at fourth level, the gloomshade adds ½ their class level to Hide and Move Silently checks.
Shadowsight (Su): Starting at third level, a gloomshade learns to hone the shadows in their blood to part darkness before them. They gain darkvision out to 30'. If they already have darkvision, they extend it by 30'. Shadowsight improves to 60' (or 90' if they already had darkvision) at sixth level and allows the gloomshade to see through all magical and nonmagical darkness at 11th level.
Shadow Weaving (Ex): At fifth level, the gloomshade learns to wrap shadows around their weapon or weapons. When holding a weapon from a gloomshade discipline, they gain two-weapon fighting as a bonus feat. They may treat any two-handed discipline weapon as a double weapon for the purposes of this ability.
Body of Darkness (Su): The gloomshade gains several defensive abilities at the indicated levels. These abilities only apply while the gloomshade has concealment. At 5th level the gloomshade becomes immune to negative energy damage, gains cold resistance 10 and gains +4 to saves versus energy drain, negative levels, ability damage and ability drain. At 12th level, this ability improves to cold resistance 15 and immunity to poison and disease. At 20th level, he reaches the pinnacle of his dark evolution. His type changes to Outsider (Native) even when not in concealment. Additionally, while under concealment, he becomes immune to cold damage, extreme cold, fear effects, poison, disease, paralysis, energy drain, negative energy damage, negative levels, ability damage, ability drain and critical hits but not precision damage. He also gains fast healing 5, DR 5/- and may add his Wisdom modifier as an insight bonus to all saving throws and damage rolls.
Hide in Plain Sight (Ex): At 13th level, the gloomshade may use the Hide skill even while being observed. This ability does not work in natural sunlight or the area of a daylight spell.
Improved Shadow Weaving (Ex): At 9th level, the gloomshade's weaving style improves. When using a weapon from a gloomshade discipline, they gain improved two weapon fighting as a bonus feat. They may treat any two-handed discipline weapon as a double weapon for the purpose of this ability.
Dark Recovery (Su): At 10th level, the gloomshade learns how to utilize arcane magic and maneuvers better. They may sacrifice a spell slot as an immediate action
after making a successful attack to recover one maneuver. The spell sacrificed must be equal to the level of the maneuver recovered. For example, the gloomshade could sacrifice a fifth level spell to recover Shadow Stride, a shadow hand maneuver of 5th level.
Shadow Pounce (Ex): At twelfth level, you learn how to attack swiftly from the shadows by using their shadow pool. Any time you use a maneuver or spell that teleports you on your turn, you may execute a full attack or standard action maneuver upon completion of the teleport. Using this ability takes a swift action, costs one shadow point and may only be used once per turn.
Greater Shadow Weaving (Ex): At 15th leave, your weaving style reaches its peak. When using a weapon from a gloomshade discipline, they gain greater two weapon fighting as a bonus feat. They may treat any two-handed discipline weapon as a double weapon for the purpose of this ability.
Quickened Strike (Su): At sixteenth level, when you successfully attack an enemy after teleporting with a maneuver, an arcane spell of 5th level or lower that you cast before the end of your next turn is quickened (as the Quicken Spell metamagic feat). You do not need the Quicken Spell feat to use this ability. This ability may be used once per encounter.
Critical Essence of Shades (Su): At 20th level, the gloomshade improves his Essence of Shades ability. He gains the ability to multiply his essence of shades damage on a critical hit and any roll of 20 on the attack roll is automatically confirmed as a critical hit. His essence of shades damage hurts even creatures typically immune or healed by negative energy. Finally, when the gloomshade scores a critical hit on a successful essence of shade attack they may instead forgo damage and instead immediately cast a
shadow conjuration, shadow evocation, greater shadow conjuration, greater shadow evocation or shades spell with a bonus to damage per die, a bonus to defensive casting, a bonus to pierce spell resistance and a bonus to the DC equal to the critical multiplier of the weapon used to score the critical hit. Finally, if a spell is cast in this manner, the gloomshade may treat the shadow spell as if it were heightened by the
Heighten Spell metamagic feat a number of spell levels equal to the critical multiplier. Using this ability does not require the heighten metamagic feat but does use up two spell slots of the spell level cast.