Greater ShadowPrerequisites:Race-Must have all levels of
ShadowSpecial- Must have used weakness grasp on at least 3 humanoids and let them go alive to tell the tale.
HD:d12
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +2 | Encroaching Darkness, Gloom Barrier, +1 Dex |
2 | +1 | +0 | +0 | +3 | Weak Fate, Springing Shadow, +1 Dex |
3 | +1 | +1 | +1 | +3 | Extending Darkness, Unclear Shadow, +1 Dex |
4 | +2 | +1 | +1 | +4 | Night Terror, Creepy Sounds, +1 Dex |
5 | +2 | +1 | +1 | +4 | Killer Darkness, Shadowy Terrain, +1 Dex |
Skills:2+Int modifier per level. The Greater Shadow has no class skills.
Encroaching Darkness: As a standard action you can suddenly extend one of your limb up to 20 feet per HD. All creatures in a 5-feet radius burst at its tip are then affected by your Weakness Grasp. Once you've used this ability, you must wait 1d4 rounds before using it again.
Gloom Barrier: As a fullround action you create a barrier of ominous shadow with an area up to 10 square feet per level that obscures vision and blocks line of sight, including darkvision. The wall is insubstantial, so creatures can move through it without penalty. It ends as soon as you create a new one or the Greater Shadow is destroyed. Gloom Barrier is a [Darkness] effect and can be used to counter and dispel [Light] spells with a level equal or smaller than ½ your HD.
Ability Score Increase: The Greater Shadow gains +1 Dex at each level for +5 Dex at 5th level total.
Weak Fate: At 2nd level sentient creatures killed by the Greater Shadow can now rise as Shadows up to your level -2, or CR of the victim, whichever's lower. They must first take all Shadow levels and then only Fighter, Ranger or Rogue levels. All other limitations of End Existence still apply. New spawns created by your minions count towards your own control pool.
Springing Shadow: At 2nd level you can move, attack and then keep moving, as long as your total movement doesn't exceed double your movement speed and you start and end inside a shadow. The target of your attack isn't allowed an Aoo for your movement, and you gain +4 AC against attacks from any other opponents during your movement this way.
Extending Darkness: At 3rd level, as an immediate action you can double the area of Encroaching darkness and make enemies become dazed if they fail their Fort save.
Unclear Shadow: at 3rd level while you stand in a shadow you benefit from cover and concealment, even against creatures with darkvision and special senses such as blind/tremorsense and similar.
Night Terror: at 4th level as a standard action you can take your time weakening others. As a standard action you perform a Weakness Grasp in which you can re-roll the Str damage dealt and use the best result. Enemies whitin 5 feet per HD of the victim must make a Will save with the same DC or become Shaken for 1 round. If the Greater Shadow has 10 or more HD then even enemies immune to the Shaken can be affected, but they gain a +5 bonus on their save.
Creepy Sounds: Dark whispers, barely perceptible, constantly issue forth from the far side of your barrier, causing a cold chill to run up your prey's spine.At 4th level, creatures that pass trough your Gloom Barrier or that end their turns whitin 30 feet from it must make a Will save with DC 10+1/2 HD+Dex mod or become Shaken for 1 round. If you have 10 HD or more even creatures normally immune can be affected, but they gain a +5 bonus on their saves.
Killer Darkness: to the weak willed, a big shadow always looks like their biggest fear. At 5th level as an immediate action 1/hour per 4 HD when you hit an opponent with Weakness Grasp, you may force them to make a Will save with DC 10+1/2 HD+Dex mod. If they fail they become shaken and must make another Fort save with the same DC or die of fear. Even if they suceed on the Fort save they take 1d6 damage for each 2 HD you have. Enemies that had already taken Str damage from your Weakness grasp take a -4 penalty on both saves. Even normally immune enemies can be affected if they fail the saves by 5 or more.
Shadowy Terrain: At 5th level as a fullround action 1/day the Greater Shadow can spread out darkness all around that works as an Hallucinatory Terrain with CL=HD, save DC 10+1/2 HD+Dex mod, except it can hide structures, equipment and creatures whitin the area (or change their apperance), but the whole illusion must be shadow-related (darker colors, lack of light, etc). If the Greater Shadow has 12 HD or more, even True Seeing cannot penetrate a Shadowy Terrain unless the source is whitin 10 feet.
In addition, new spawns of the Greater Shadow may now take 1 level of Greater Shadow instead of one of the other levels (if they're already Shadow 3). Already existing spawns may retrain one non-shadow level into Greater Shadow.
Found that cool picture that inspired me to making the upgraded Shadow.
Basically this prc is focused around the whole "shadows are scary and unclear" theme, mixing fear effects and some terrain manipulation with ranged stuff. Also upgraded minions, some extra mobility and +5 Dex helps round it up.
So if you want to make a big, scary patch of darkness, the Greater Shadow's for you!