Community

 
Jump Menu:
Post Reply
Switch to Forum Live View My Take on the Shadowcaster. PEACH
5 years ago  ::  Jul 15, 2008 - 8:53AM #1
Pinwarp
Date Joined: Jan 10, 2006
Posts: 165
So, this is my take on creating a new controller, based off of the Tome of Magic's Shadowcaster. Just preliminary, only a couple at wills so far.

The Shadowcaster

Class Traits

Role: Controller. You assault the minds and bodies of your enemies by controlling the dark energies of the Shadowfell, inflicting horrible mental scars and debilitating effects.

Power Source: Shadow. You draw your energies from the dark echo of the world, the Shadowfell. You have the favour of the Raven Queen, and through her symbol you can become one with the shadows, and bleed them over into the world.

Key Abilities: Charisma, Intelligence, Wisdom.

Armour Proficiencies: Cloth

Weapon Proficiencies: Quarterstaff, Scythe, Sickle.

Implements: Holy Symbol, Orb, Rod.

Bonus to Defense: +1 Will, +1 Fort

Hit Points at 1st Level: 12 +Con score

Hit points gained per level: 6

Healing surges per day: 7 +Con Modifier

Trained Skills: Stealth. Choose 3 skills from the following to be trained in at 1st level. Arcana (Int), Bluff (Cha), Endurance (Con), Insight (Wis), Perception (Wis), Intimidate (Cha), Religion (Int).

Build Options: Umbral Stalker, Master of Shadows.

Class Features: Fundamentals of Shadow, Umbral Sight, Sustaining Shadows, Caul of Shadow.

New Keyword: Shadow. Shadow effects create similar effects to Illusions, but they are real effects.

Class Features

Fundamentals of Shadow
Every Shadowcaster has influence over the energies of the Shadowfell, and can draw upon these energies to perform minor effects. You can use Black Candle, Umbral Hand, Liquid Night, and Sight Obscured as At-will powers.

Black Candle Shadowcaster Fundamental
A small orb of shadow hovers before you, seeming to draw the darkness in towards it, which oddly makes the surrounding area brighter.
At-Will * Shadow
Minor Action Ranged: 5
Target: 1 unoccupied square.
Effect: Bright light fills the area in 4 squares of the target square. Putting the light out is a free action. If cast on top of an existing light source such as a candle, torch, or lantern, the source is extinguished. The Black Candle lasts for 5 minutes.
Special: You can have only one Black Candle active at any one time.

Umbral Hand Shadowcaster Fundamental
You gesture towards an object, and your shadow stretches out to manipulate it.
At-Will * Shadow, Conjuration
Minor Action Ranged: 5
Effect: You conjure a floating shadowy hand in an unoccupied square within range. The hand can pick up and move, or manipulate an object of 20 pounds or lighter, and can carry it up to 5 squares per round. As a free action, you can dismiss the hand, or cause it to drop what it is holding.
Sustain Minor: You can sustain the Umbral Hand indefinitely.
Special: You can create only one hand at a time.



Liquid Night Shadowcaster Fundamental
Shadows coalesce around your fingertips, and stick to the pages as you write.
At-Will * Shadow, Conjuration
Minor Action Ranged: Personal
Effect: You conjure ink through your fingers, allowing you to write without ever needing to carry ink with you. You can dismiss the ink you have written with as a free action, instantly erasing your writings. You can use this power to conceal previously written documents, dismissing the concealing ink when you wish. The ink lasts indefinitely until dismissed.

Sight Obscured Shadowcaster Fundamental
The shadows around you darken, concealing your movements.
At-Will * Shadow, Illusion
Minor Action Ranged: Personal
Effect: The shadows around you grant you a +3 power bonus to stealth checks.
Sustain Minor: You can sustain Sight Obscured as a minor action.


Caul of Shadows
Shadows continually wrap themselves around you, slightly obscuring your form. You gain a +1 bonus to AC at 1st level. Increase this bonus to +2 at 11th, and +3 at 21st level.

Umbral Sight
You have keen senses, having spent much of your time in darkness. You have Darkvision, however in bright light you take a -2 to Perception checks.

Sustaining Shadows
You can draw sustenance from the Shadowfell, allowing you to ignore physical needs for a time. You need only eat a single meal per week to sustain yourself, and you require only 1 hour of sleep per night. You still must rest for 6 hours to gain any benefit from an extended rest. While you are sleeping, you take a -10 to perception instead of the normal -5, as your sleep is that much deeper.

Shadowcaster Powers

Mysteries and Paths.

Your shadow powers are called Mysteries, invoked from the deep secrets of the Shadowfell. They are echoes of the world, real but ephemeral. Mysteries advance in a very specific way. In the descriptions of some of the powers, there is a Path section, which has the name of the Path, and a number beside it (1, 2, or 3) that denotes the step on the path (Initiate, Adept, Master). You cannot take a mystery unless you also have the previous mystery along the path. For example, you cannot take Cloak of Shadows 3, until you have taken Cloak of Shadows 2. In general, mysteries further along in a path are more powerful. When retraining, you can only retrain the mystery furthest along in a path. You cannot train prerequisite mysteries. You can channel your powers through either a Holy Symbol (dedicated to the Raven Queen only), an Orb, or a Rod. You gain the Implements enhancement bonus to attack and damage rolls on the powers with the Implement keyword.

Level 1 At-Will Powers
Arrow of Dusk Shadowcaster Attack 1
A bolt of shadow springs from your hand, draining vitality where it strikes.
At-Will * Shadow, Implement, Necrotic
Standard Action Ranged: 10
Target: One Creature.
Attack: Intelligence vs. Reflex
Hit: 2D4 + Charisma modifier necrotic damage. Increase to 4D4 at 21st level.
Special: This power counts as a basic ranged attack.




Shadow Hood Shadowcaster Attack 1
Tendrils of shadow race from your outstretched arm, wrapping themselves about your foes eyes.
At-Will * Shadow, Implement, Psychic
Standard Action Ranged: 20
Target: 2 creatures within range.
Attack: Intelligence vs. Will
Hit: 1D6 + Charisma modifier psychic damage, and the target takes a -1 to attack rolls and perception checks until the end of your next turn. Increase damage to 2D6 at 21st level, increase penalty to -2 at 21st level.

Carpet of Shadow Shadowcaster Attack 1
At-Will * Shadow, Implement, Necrotic
Standard Action Area: Burst 1 within 10 squares
Target: Each creature in burst.
Attack: Intelligence vs. Reflex
Hit: 1D6 + Charisma modifier necrotic damage, and the target is slowed until the end of your next turn. Increase damage to 2D6 at 21st level.
Path: Dark Terrain 1.
Quick Reply
Cancel
5 years ago  ::  Jul 15, 2008 - 11:43AM #2
10_Foot_Pole
Date Joined: Apr 24, 2008
Posts: 272
There are a lot of good ideas in there, and you concept is sound, but that said, there is a lot I would change.

Minor Changes:
Black Candle: Instead of making this the "Light" Cantrip, why not have it push back shadows in the area, extending the range of existing light sources by 2 or 3?

Umbral Hand: Again, try to be a little more original than "Mage Hand".

Major Changes:
Caul of Shadows: A continual +1 unnamed to AC is very good. In a game based on +1's and -1's, raising a PC's AC by 1 puts him on average a level ahead of everyone else in the party. Better to give the Shadowcaster Leather Armor Proficiency.

Umbral Sight: There is a very good reason that most creatures now do not have Darkvision. Search the boards for the Stealth issue, and you'll know why giving a PC Darkvision is a nightmare.

Question:
Why do you have the Attack for the powers use Int. when Damage is based on Cha.? That means that, as a PC, I have to have High Int and High Cha, just to be competitive with other classes. It would be better to base both attack and damage on the same stat (Int for example), but add a benefit for having a good stat in the other (Cha).
Quick Reply
Cancel
5 years ago  ::  Sep 05, 2008 - 2:07AM #3
pauln6
  • Stampeding Hybrid
Date Joined: Jan 21, 2004
Posts: 2,295
Hmm - my pc was a 2e shadow mage and was eventually converted into a shadowcaster/sorcerer/noctumancer in 3e. Sadly I only got to play her once before 4e came along! I found her to be a bit underpowered but the fluff was great.

For 4e, I've gone for a warlock, flavoured as much as I can with darkness-type spells. I'm hoping for a shadow pact to come out; the Dark Pact looks like it might have some interesting darkness spells but it is flavoured so that it doesn't step on the toes of the shadowfell too much, with lots of insanity stuff going on as far as I can see.

However, the 3e shadowcaster formed a preliminary template for the 4e edition classes, so in theory it should be one of the easiest to convert. When I saw this post, I glanced back over the ToM to see how feasible it might be and I think it would be quite easy to convert a lot of stuff.

The problem seems to be that the role of the class might be difficult to call:

1) Too many utility powers, not enough attack powers (some of the powers would now be rituals though).

2) Some of the mysteries are direct re-flavourings of cleric or wizard spells.

3) Some of the utility powers could be linked to an attack but then it seems that they might be straying into Leader-style territory.

4) Most powers straddle the role of striker and controller. However, many of the striker-type powers requiring a touch attack would leave a controller being very vulnerable.

Class features might be trickier. I agree with the fundamentals as a cantrip-style class feature but low light vision should be an encounter power and darkvision should be a daily in my view, possibly with a paragon feat to allow permanent low-light vision?

Sustaining shadow should be more basic in my view (e.g. 4 hours extended rest much like an Eladrin, but with the option to buy paragon and epic feats to improve it further.

I think controller is the most appropriate and that if some of the spells are to remain melee oriented maybe giving the shadowcaster a caul of shadow style class feature to give them a permanent bonus to AC & Reflex (a bit like the swordmage), would be a good idea.

Possibly giving them the counterspelling powers of noctumancers and/or the sympathy power of shadow weapons might also be good utility/attack options.

I think this is an interesting project but I might be a bit thick to carry it off. Does anybody else have any ideas how to make this class work?
Quick Reply
Cancel
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing