Shadow Heritage

Shadow sorcerers are mostly offpsring of those with long-term exposure to Shadow - those who are themselves Shadow beings, Shadowdancers, shadow mages, or others who live on the Plane of Shadow or who manipulate Shadow. Some few were affected by Shadow energy while in the womb – their mothers spent a good deal of time on the Plane of Shadow or was affected by Shadow magics.

As they tap further into their power, they undergo some of the most drastic changes of any heritage, which often causes them to lead solitary lives on the edge of society, forever in the shadows. While the influence of Shadow has no real affect on one's outlook, most Shadow sorcerers tend toward neutrality or even evil as they increase in power and they retreat from society. Their spells are mostly bardic and wizard – illusions and Shadow spells – with some clerical prayers.

A sorcerer with the shadow heritage can choose from the following innate powers.

One With the Dark (Su): As a Shadow sorcerer increases in level, he gains a greater ability to manipulate shadows and darkness, which enables him to hide himself and others more easily.

At 1st level, the sorcerer can pull the shadows around himself, granting him a +10 circumstance bonus to Stealth checks to hide. The shadows are normal in all respects, and can be banished by a normal light source. This ability is usable any number of times of per day as a standard action, but only if the sorcerer is in an area of illumination no brighter than torchlight. The shadows otherwise last until they are banished or the sorcerer releases them.

At 6th level, the sorcerer can cloak another (willing) being or object in shadows; the target can be no larger than 2 cubic feet per level (a Medium creature occupies 10 cubic feet) and cannot move while shrouded. It gains a +10 circumstance bonus to Stealth checks to remain concealed; if it moves, the shadows dissolve into wispy tatters, possibly revealing the hidden creature or object.

At 11th level, the sorcerer can call upon the shadows to obscure his form, even in broad daylight. This only grants a bonus to Stealth checks to hide in dim lighting (torchlight or darker), but it always grants the following benefits: he is protected as if by a blur spell (others cannot see his form – he always appears as a swirling mass of shadows in the form of a humanoid of his approximate size; this grants a +2 bonus to AC, but true sight and similar spells can see through it); he gains resistance 10 against light- or energy-based spells, and a +2 bonus to saves against being dazzled, blinded, or otherwise affected by bright lights. This ability is usable 3 + Cha times per day, for 1 minute per class level each time.

At 16th level, a Shadow sorcerer can use the Stealth skill to hide even while being observed. As long as he is within 10 feet of some sort of shadow, he can hide himself from view in the open without anything to actually hide behind. He cannot hide in his own shadow, however.

Shadow Bolt (Su): A Shadow sorcerer can draw upon the raw power of Shadow to manifest bolts of gray-black energy. The bolts can be directed against any number of enemies and require a ranged touch attack to hit. They deal 1d6 points of negative energy damage, plus his Charisma bonus, each. Undead struck by the bolts are healed for a like amount of damage. The sorcerer starts with two bolts and gains another one every 4 levels after choosing this ability.

Instead of launching the energy as a bolt, he can channel it to make a touch attack against another being. If the target is living, it takes 1d6 points of damage per two class levels and must make a Fort save (DC 10 + 1/2 class level + Cha modifier) or suffer 1d4 points of Strength damage; undead are healed for that much damage, but gain no further benefit. This ability is usable three times per day.

Shadow Jump (Su): A Shadow sorcerer can gather the shadows around himself and step through them to another location. At first, this ability is short-range, but as he progresses in power, he can travel through (and then to) the Plane of Shadow itself.

At 1st level, the sorcerer can travel between shadows as if by means of a dimension door spell. The transport must begin and end in an area with at least some shadow; he can jump up to 20 feet, plus 10 feet per 2 class levels, in this manner. This ability is usable as a standard action, 3 times per day.

At 6th level, the sorcerer can travel through the Plane of Shadow to another location. This requires a full-round action to enable the transfer; thereafter, he is on a border region of the Plane of Shadow and can move much more quickly (1 mile per minute). He can travel in this way for up to 1 minute per class level; the end point must be within an area of shadow, and must be somewhere the sorcerer knows or has seen. Making the transfer from the Plane of Shadow back to the Prime is a full-round action that doesn't provoke attacks of opportunity. This ability is usable once per day, and can be initiated from the Plane of Shadow as well as the Prime (see below).

At 11th level, the sorcerer can make far longer jumps, traveling instantaneously through the border regions of the Plane of Shadow. The limitations for travel still apply – the destination must within 1 mile per class level, and a place he knows or has seen. The endpoint must be in an area of shadow; if it is not, he is shunted to the nearest area of shadow if there is one within 100 feet. If there is no shadow in that area, he is instead stranded in the border regions and must find his own way back.

At 16th level, a Shadow sorcerer can freely travel between the Prime and the Plane of Shadow. Once per day, as a full-round action, he can stand in an area of shadow, gather the darkness around himself, and shift to the Plane of Shadow. Once there, he is free to act as he will. He can return to the Prime at any time, but he must return to the same spot; sorcerers who flee to the Plane of Shadow to escape danger will often use their shadow walk power to move to a different location on the Prime.

Shadow Mastery (Ex): The sorcerer adds a +2 competence bonus to the DC of all Illusion spells he casts, and gains a +2 resistance bonus on saves against illusions created by others.

At 6th level, the sorcerer's illusions become 10% stronger - that is, the amount of damage they do, and hit points they have, is 10% more than normal. At 11th level they are 20% stronger, and at 16th, they are 30% stronger (to a maximum of 90%).

Heritage Abilities

As a Shadow sorcerer gains levels, he can increase the power of his abilities, but this power manifests itself as changes to his physical form.

Level I: The sorcerer's eyes turn gray (if they were blue or green) or black (if they were violet or brown), and he gains low-light vision if he did not already have it. His innate powers are adjusted as follows:

  • The range of the shadow bolt increases by 10 feet.
  • He gains a +4 bonus to Stealth checks to hide due to his ability to seek out the shadows.

Level II: The sorcerer's hair turns black, and his Dex score increases by 1. His innate powers are adjusted as follows:

  • When using his shadow jump or shadow walk powers, he can bring along one other creature of Medium size or smaller, carrying up to its maximum load. If the other creature is unwilling, it can make a Will save (DC 10 + 1/2 class level + Cha modifier) to resist being taken along.
  • The bonus to Illusion (shadow) spells the sorcerer casts, and his save against others' increases by +2.

Level III: Due to the increasing influence of Shadow, the sorcerer becomes more uncomfortable in the light. In areas of illumination brighter than torchlight, he suffers a -2 penalty to attack rolls and Concentration checks, but he can see even more clearly in darkness – his low-light vision becomes darkvision. His innate powers are adjusted as follows:

  • The range of the shadow bolt increases by 10 feet.

Level IV: The sorcerer's skin turns dusky gray, and he becomes more vulnerable to light-based spells and effects. He takes +1 point per die of damage from positive energy and suffers a -2 penalty to saves against light-based spells, including those that use light to dazzle, blind, or otherwise affect vision. His Dex score increases by 1, and his innate powers are adjusted as follows:

  • When using his shadow jump or shadow walk powers, the sorcerer can bring along an additional creature of Medium size or smaller (for a total of two).
  • The bonus to the DC for Illusion (shadow) spells the sorcerer casts, and his save against those cast by others, increases by +2.
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