Compiled Shadowcaster HandbookShadowcaster is a mage like class found in Tome of Magic starting on page 109. Links of what has come beforeShadow MagicA Guide to Shadow MagicDescent of Shadows: Project Shadow ReturnsCO Diary: The Shadowcaster Homebrew Pathfinder Shadowcaster StuffShadow of Murder (Homebrew Prestige Class)Red = bad, highly situational, or useless
Black = okay, standard, or somewhat useful
Blue = good, best choice, or very useful
StatsStr - dump
Dex - you're squishy, you'll want a decent AC
Con - again you're squishy, you'll want some hit points
Int - primary casting stat
Cha or
Cha - you can dump this if you choose the right mysteries, otherwise this determines your DCs
Wis - dump
Class AbilitiesHD = d6
BAB = poor Saves =
Fort, Ref,
Will-You're definitely a caster
Skills -
Concentration, Craft,
Hide,
Intimidate,
Knowledge (Arcana), Knowledge (the Planes),
Move Silently,
Profession,
Spellcraft, Spot
-You can potentially scout so Spot, Hide, and Move Silently are nice; plus not being seen generally means not getting hit. If you have a decent Cha you could pull off some tricks with Intimidate.
Weapon and Armor Proficiencies
Simple Weapons - Your best options are Longspear, Dagger, Light Crossbow, and Morningstar. The Planar Handbook has the Heavy Sickle which is the weapon pictured on page 111 of ToM. It's okay but I would still go with the previously listed weapons.
Armor - None. However if you pick up the feat Still Mystery you could multiclass and pick up some armor options. If you do this you'll probably just want to stick with light armor.
Umbral Sight - Good if you don't get it from your race, meh if you already have it. At 11th level you can see through magically created darkness.
Sustaining Shadow - mostly fluff and sadly the best stuff comes very late in the game.
Fundamentals and Mysteries
Int - determines level of mysteries you can cast (same as wizard, you need a 19 Int in order to cast 9th level Mysteries)
Cha - determines save DCs (with the right Mysteries this can actually be a dump stat)
Here is a way to explain Shadowcaster casting from a previous post of mine.
Level - Casting ability
1st - Fundamentals (basically cantrips) function as Supernatural Abilities, Apprentice Mysteries cast as arcane spells with some minor differences (see list).
7th - Apprentice Mysteries function as Spell Like Abilities, Initiate Mysteries cast as arcane spells
13th - Apprentice Mysteries function as Supernatural Abilities, Initiate Mysteries function as Spell Like Abilities, Master Mysteries cast as arcane spells
Mysteries are mostly cast like spells except with the following differences.
- Mysteries function in darkness or any sort of ambient light.
- Mysteries have somatic components.
- Mysteries do not have verbal, foci, or material components.
- Mysteries have Arcane Spell Failure when they are cast as spells.
- Mysteries are subject to interuption.
- When casting a Mystery as a spell, observers can make a DC15 Spot check to notice your shadow making different gestures than the ones you make when casting the Mystery.
- Mysteries can be dismissed at will if the duration is longer than instantaneous.
- Mysteries require a standard action to cast.
- Mysteries are subject to the same stacking rules as spells.
- Mysteries do not interact easily with spells. Using a Mystery (like Shadows Fade) to dispel a spell or using a spell (like Dispel Magic) to dispel a Mystery takes a -4 penalty.
- Mystery users with no levels of spellcasting take a -4 penalty to Spellcraft checks to identify spells.
- Spellcasters with no levels of mystery-using classes take a -4 penalty on Spellcraft checks to identify mysteries.
- Mysteries cannot benefit from feats that enhance spells (such as metamagic feats) or spell-like-abilities (such as Empower Spell Like Ability or Ability Focus). Instead mysteries benefit from metashadow feats.
Fundamentals can each be cast 3/day. At level 14+ Fundamentals are usable at will.
When Mysteries are cast as arcane spells you can cast each of them 1/day
When Mysteries become Spell Like Abilities you can use each of them 2/day
When Mysteries become Supernatural Abilities you can use each of them 3/day
At 1st level you know 3 Fundamentals and 1 Mystery. You gain 1 Mystery known at every level (similar to how a Psychic Warrior and its Powers Known) and at 4th level and every 4 levels after you learn an additional Fundamental. You get bonus feats, chosen from a specific list, equal to half the total number of paths you have access to rounded down (I prefer to use the author's fix and go with whenever you complete a path you gain a bonus feat). The level of Mysteries you can cast is equal to the same level of Wizard and what level of spells they can cast (ie. a 5th level Wizard can cast 3rd level spells, a 5th level Shadowcaster can cast 3rd level Mysteries).
Mysteries come in sets called Paths. When choosing mysteries, in order to advance to the next level of mysteries you must have the lower level mysteries of the same path. You can't cherry pick the best mysteries of each level (unless you use one of the fixes). Basically you start off with an Apprentice Mystery Path. You have to take the first level mystery of that path in order to take the second level mystery of that path. You can have multiple paths going at the same time (and are encouraged to do so with bonus feats for having multiple paths), however doing this too much will cause you to delay getting the higher level mysteries.
Apprentice Mystery Paths contain Mysteries of levels 1 through 3.
Initiate Mystery Paths contain Mysteries of levels 4 through 6.
Master Mystery Paths contain Mysteries of levels 7 through 9.
Quickest way to get to the higher level mysteries
1. Mystery Level 1 (Path 1)
2. Mystery Level 1 (Path 2)
3. Mystery Level 2 (Path 1)
4. Mystery Level 2 (Path 2)
5. Mystery Level 3 (Path 1)
6. Your Choice - either has to be Mystery Level 3 from Path 2 or a 1st level Mystery from some other path
7. Mystery Level 4 (Path 3)
8. Mystery Level 4 (Path 4)
9. Mystery Level 5 (Path 3)
10. Mystery Level 5 (Path 4)
11. Mystery Level 6 (Path 3)
12. Your Choice - either has to be Mystery Level 6 from Path 4 or a 1st or 4th level Mystery from some other path
13. Mystery Level 7 (Path 5)
14. Mystery Level 7 (Path 6)
15. Mystery Level 8 (Path 5)
16. Mystery Level 8 (Path 6)
17. Mystery Level 9 (Path 5)
18. Your Choice - either has to be Mystery Level 9 from Path 6; or a 1st, 4th, or 7th level Mystery from some other path (Path 7)
19. Your Choice - Mystery Level 9 from Path 6 (if you haven't already chosen it); a 2nd, 5th, or 8th level Mystery from Path 7; or a 1st, 4th, or 7th level Mystery from some other path (Path 8)
20. Your Choice - Mystery Level 9 from Path 6 (if you haven't already chosen it); a 3rd, 6th, or 9th level Mystery from Path 7; a 2nd, 5th, or 8th level Mystery from Path 8; or a 1st, 4th, or 7th level Mystery from some other path (Path 9)