A generalist that can handle both front line and long range, combat or socials, magic or melee, the Shadowmancer is meant to be a support for future magic-based jorbs or magic-melee hybrids.
Despite that, Shadowmancers on their own enjoy a robust martial arts-based fighting background and can look forward to interdimensional shenanigans as well.
Built for offense initially, Shadowmancers can prove to be a wonderful starting spot for any style of play.
Hit Dice: d8
Starting Skill points: (6+Int Mod) x 4
Skill points: 6 + Int Modifier
Starting Golds: 4d6 x 10
Class Skills: Escape Artist (Dex), Spellcraft (Favored Ability), Alchemy (Wis), Acrobatics (Dex), Balance (Dex), Climb (Str), Concentration (Con), Intimidation (Cha), Investigate (Int), Knowledge: Arcane (Int), Knowledge: Occult (Int), Knowledge: Streetwise (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str), Use Magic Device (Cha)
Class basic abilities: Light Armor Proficiency, Medium Armor Proficiency, Simple Weapon Proficiency, Melee Weapon Proficiency, Martial Weapon Proficiency
Touki - Upon entering into the job, a Shadowmancer is able to incorporate their shadow's basic presence on top of their own aura, acting as a shield as well as an enhancer. Must be activated through synchronization, lasts throughout the entirety of combat, and immediately disengages itself at end of combat unless directed otherwise by GM. While Touki is activated, player has the ability of +1d6 unarmed melee attack bonus, and +1 AC. The user gains these abilities if they do not actually have them, and they do not stack with existing already learned abilities. Note that "Touki" takes up one summoned shadow from use. A fully evolved Touki takes up 5 Shadows from the field of battle, leaving a level 20 Shadowmancer with 5 Shadows left to fight with. As one gains more Touki levels, a Shadowmancer is able to "pump" it up the moment they engage it with up to 4 more shadows, increasing it's abilities by +1d6 unarmed melee attack bonus and +1 AC for each shadow pumped into it.
Summon Shadow - this is the absolute most basic move for a Shadowmancer, and the basis for their entire job (so to speak). Summons an entity from the Shadow World to act at the behest of the Shadowmancer. May require individual contracts, but certain jobs/individuals can gain entire portions of the Shadow World itself to act in the prime material plane. Shadows can be used for a variety of things, including attacking, defense, Touki, and other abilities. Summoning Shadow takes no energy, BUT should the Shadow be banished or defeated, it can be called back for 4 energy points during combat (otherwise, they have a cooldown of one hour). Controlling shadows is counted as a free action (send out 3 shadows to attack, absorb one shadow as a Touki, hold 1 shadow back to watch your back, while you rush in and attack), not as an interrupt, and can only be done during your turn. Note: all shadowmancer abilities are supernatural in origin, neither magical nor psionic.
Things you can do with a summoned shadow:
· Attacks twice in a full round with its fists for 1d6 (this CAN be upgraded at level 15 to natural weapons: tail, claws, fists, whatever the shadow is)
· Blocks a shot or full round attack (shadows have about 10 hp, and leave the Prime Material Plane upon being hit)
· Act as a second pair of eyes (if a shadow is set to "watch your back," no one can sneak up on you or flank you)
· Float about and manipulate objects (acts as a telekinesis or spectral servant spell). They can only move around up to 10 pounds though, and for a limited duration of 2 minutes before they blink out.
Sleep - the Shadowmancer gains the spell-like ability to cast Sleep 1/game day
Shadowform - the Shadowmancer gains the ability to take Alternate Form: Shadow at will. Costs 1 shadow. During Shadowform, their stats do not change but they do gain these special abilities immediately:
· Special Movements: Walk through Shadows (allows one to walk into shadows as if a Shadow Twist, or enter the Shadow World) and Walk through Objects
· Incorporeal
· Special Defense: Breathing, Pressure, Intense Cold, Intense Heat, Vacuum of Space
· Special Restriction: Cannot Attack (immediately dispels Shadowform)
· Special Ability: Can cast non-combat magic
· Special Weakness: Light (as if the spell or spell-like ability) or Dark (as if the spell or spell-like ability) - immediately dispels Shadowform
· Special Ability: Can use/attack with your Shadow Weapon
Shadowwalk - allows a Shadowmancer of the Prime Material Mode to walk through shadows as if they themselves were a Shadow. Works up to 20 ft. During Shadow Dominance, this increases to 80 ft. Costs 1 shadow.
Darkness - allows the Shadowmancer to use the spell-like ability Darkness 3/day. During Shadow Dominance, this becomes True Darkness and can be used 5/day.
Shadowsight - allows one to see through Shadows and low-light vision.
Sense Shadow - allows the Shadowmancer to sense other creatures' and inanimate object shadows up to 20 ft. During Shadow Dominance, this increases to a whopping 1000 ft.
Shadow Twist - teleportation-like ability for the Shadowmancer to simply "snap" from one shadow (usually their own) to another. If the shadow chosen is blocked, the Shadowmancer will appear 1 inch above the object/person in question. This is considered a free action.
Sense Reality - this counts as an affinity towards a particular dimension/reality. This must make sense during storyline, and the Shadowmancer must have either a contract or some kind of exposure to that dimension/reality first before they can learn how to sense it. Allows certain abilities (such as Shadow Twist) to work.
Light - allows the Shadowmancer to use the spell-like ability Light 3/day. During Shadow Dominance, this becomes True Light and can be used 5/day.
Mirrored World - at this time, the Shadowmancer gains the affinity (but not the Sense ability) for the nearby dimension of Mirror World. They can walk through any mirrors (barring GM decision) directly into the Mirror World, move about without any penalties, and exit out another mirror back into the Prime Material Plane…or elsewhere. This counts as a special movement, and is subject to combat rules concerning movement.
Shadow World - at this time, the Shadowmancer gains the affinity (but not the Sense ability) for the nearby dimension of Shadow World. This does nothing but allows the Shadowmancer to summon forth a shadow. First step to Shadow Dominance school, and necessary for Shadow Walk and Shadow Twist.
Shadow Zone - a minor version of Shadow Dominance, this allows the Shadowmancer to increase the abilities of one chosen ability or skill that is usually increased during Shadow Dominance, than increase it to that point now.
Shadow Merge - if a Shadowmancer uses a full round action to summon forth Light and Dark in the same 30 ft area, they can then use Shadow Merge at the start of their next turn (not during attacks of opportunity). Shadow Merge is a powerful attack that allows the Shadowmancer to physically grab the two orbs, combine them into a orb of pure shadow energy then launch a beam of Shadow energy, doing 10d20+Energy Points Sacrificed damage to all in it's thick path. This ability absorbs all energy of the user, and cannot be used if user is at 50% energy, and must have at least 10 energy points to spend.
User MUST declare that they are going to use a Shadow Merge before summoning Light and Dark, user must pass a 30DC Concentration check, and should an interrupt, stun, or paralyze be successful against the Shadowmancer, then the attempt is foiled and you still lose the energy points sacrificed. This attack is an ability and completely ignores AC - enemies and friends hit by this attack can make a Reflex save to halve the damage (DC 15).
Beam attack - 10 feet wide, up to a range of 100 feet.
· There is a small secret here: if True Darkness and True Light are used instead of Shadow and Light, than a much stronger beam can be developed, doing damage of Energy Points Sacrificed x2.
· Cone attack - up to a range of 200 feet.
Extra Attack (Enemy Shadow) - This represents the Shadowmancers affinity with the shadows of other creatures and inanimate objects. Doing this, they can send an attack through the targets' shadow (each time it becomes 5DC harder), counting as either a flanking, backstab, or juggling attack. Should one also have Extra Attack (Shadow), one can "teleport" one's attack through one's own shadow and through a target's shadow. This counts as a full-round action though.
Extra Attack (Shadow) - This represents the Shadowmancers affinity with their shadow. Doing this, they are able to utilize it as an extra attack should the target be within range of the shadow, even if it overlaps an enemy's shadow. It's very important for a Shadowmancer to know which direction their shadow is facing should this ability be used - one's shadows' attack cannot go beyond in range from that shadow, only vertically.
Shadow Dominance - the ultimate upgrade in a Shadowmancer's arsenal, this improves the capabilities of their abilities by a massive amount. This represents their affinity for whole dimensions, and the ability to Twist farther, move through shadows further, and to basically sense anywhere on the planet. A chosen dimension must be declared for Shadow Dominance to work.
Requirements: at least one Sense Reality must be devoted to the same world that Shadow Dominance has been declared. One must have Shadow World, Shadow Walk, Sense Shadow, Shadow Zone, and Shadow Merge in order to learn Shadow Dominance. Must have at least one Touki activated during declaration, and must survive a Synchronization with that dimension or be caught in between said dimensions.
Shadow Weapon - this is an option of the Touki, allowing for an improved offensive capability by turning one of the "arms" of the Touki into a weapon all it's own. As the Shadow Weapon increases in strength, it's abilities and even shape/size can change depending on which level it is. The Shadow Weapon counts as a Natural Weapons (as far as prereqs for the feat), and as such the feat works with them.
· Level 1 - +1d6 piercing, slash or blunt damage. Special dispensation can be made for small firearms/lazers/energy guns. Crit x3
· Level 2 - +2d6 piercing, slash or blunt damage. Special dispensation can be made for small firearms/lazers/energy guns. Must be a "higher form" weapon of Level 1. Crit x4
· Level 3 - +3d8 piercing, slash or blunt damage. Can also be magical, laser, energy, or projectile damage. Form can change to something else here (or be two weapons, one from each arm). Can contain two differing (or even opposing) types of damage: [piercing, slash, blunt] and [magical, laser, energy, projectile]. Crit 18-20 x3
· Level 4 - +4d12 piercing, slash, blunt, magical, laser, energy, and/or projectile damage. Can be of up to 4 of those types of damage. Crit 18-20 x4
Shadow Snap - the ability to halt a single target's movements for a limited amount of time by injecting a needle of your own shadow energy into their shadow. Costs 25 energy points to halt a target's movements for 1 round. Cannot be used as a counter or interrupt. Doesn't affect shadow-based creatures. Can only be used once per combat, and it takes up one action. Outside of combat there are no limits.
+1 To Existing Spellcasting School - Shadowmancers gravitate naturally to magic and magic-based classes, and can count towards other jobs and bonuses for purpose of spellcrafting or cross-classing. Counts towards ECL, and each +1 acts like the next level of Dynamic Sorcery (for purposes of energy increases) unless the character/class is based on standard d20 Magic systems. This counts as a racial feat.
Shadowmancer Notes, Magic, and Other Nonsuch - This is an incredibly powerful job with incredibly high chances of do-or-die situations. By just seeking out to become a Shadowmancer, you are placing yourself in the position to be devoured by your own Shadow, or to devour your Shadow and thus change your character completely. Depending on the status of the Shadowmancer themselves, they will find themselves having chosen a certain set of schools even though they themselves do not learn spells. Depending on their status as well (Human, Shadow, or Synched) will determine when they are strongest and weakest - during the weak times, they MUST find sleep, or begin to suffer negative effects such as ability decreases, Forget, Clumsy, or worse until they DO get to sleep.
Human: Abjuration, Enchantment, Transmutation
Strongest: Light/Day
Shadow: Divination, Illusion, Necromancy
Strongest: Darkness/Night
Perfect Synchronization: Conjuration, Evocation, Illusion, Abjuration
Strongest: Shadow/Either day or night