Level | BAB | Fort | Ref | Will | Mys. Known | Mys. Readied | Stances Known | Special | 1 | +0 | +2 | +2 | +2 | 6 | 4 | 1 | Fundamentals of Shadow, Shadow Focus(Weapon Focus), You Can't Outrun Your Shadow | 2 | +1 | +3 | +3 | +3 | 7 | 4 | 2 | Shadow Dodge | 3 | +2 | +3 | +3 | +3 | 8 | 5 | 2 | Umbral Sight 30ft | 4 | +3 | +4 | +4 | +4 | 9 | 5 | 2 | Shadow Focus(Shadow Boost) | 5 | +3 | +4 | +4 | +4 | 10 | 6 | 3 | You Can't Outrun Your Shadow + 2 | 6 | +4 | +5 | +5 | +5 | 11 | 6 | 3 | | 7 | +5 | +5 | +5 | +4 | 12 | 6 | 3 | Umbral Sight 60 ft | 8 | +6/+1 | +6 | +6 | +6 | 13 | 7 | 3 | Shadow Jump | 9 | +6/+1 | +6 | +6 | +6 | 14 | 7 | 4 | Evasion | 10 | +7/+2 | +7 | +7 | +7 | 15 | 8 | 4 | You Can't Outrun Your Shadow + 3 | 11 | +8/+3 | +7 | +7 | +7 | 16 | 8 | 4 | Umbral Sight 90 feet | 12 | +8/+3 | +8 | +8 | +8 | 17 | 8 | 4 | Shadow Focus(Shadow Boost) | 13 | +9/+4 | +8 | +8 | +8 | 18 | 9 | 4 | | 14 | +10/+5 | +9 | +9 | +9 | 19 | 9 | 5 | | 15 | +11/+6/+1 | +9 | +9 | +9 | 20 | 10 | 5 | You Can't Outrun Your Shadow + 4, Umbral Sight Unlimited | 16 | +12/+7/+2 | +10 | +10 | +10 | 21 | 10 | 5 | Improved Shadow Jump | 17 | +12/+7/+2 | +10 | +10 | +10 | 22 | 10 | 5 | Improved Evasion | 18 | +13/+8/+3 | +11 | +11 | +11 | 23 | 11 | 5 | | 19 | +14/+9/+4 | +11 | +11 | +11 | 24 | 11 | 5 | | 20 | +15/+10/+5 | +12 | +12 | +12 | 25 | 12 | 6 | Shadow Empower 3/Day, You Can't Outrun Your Shadow+5 |
Class Features: Weapon and Armor Proficiencies: A Mysterious Swordsage is proficient with all simple weapons, plus the Shadow Hand school's favored weapons: the dagger, short sword, sai, siangham, unarmed strike, and spiked chain. This means that the Mysterious Swordsage gains the Improved Unarmed Strike feat as a bonus feat.
Mysteries(Su): Mysterious Swordsages have access to special powers called Mysteries. These powers are considered to be Supernatural Abilities. They have no somatic component, do not function in an antimagic field, and do not provoke attacks of opportunity.
A Mysterious Swordsage learns new mysteries as shown on the table 1-1, the Mysterious Swordsage. These mysteries are learned exactly as if they were martial maneuvers of appropriate level, including requiring a minimum initiator level as detailed on page 39 of the Tome of Battle. Mysteries can be found in the section of Tome of Magic focusing on the Shadowcaster. Mysteries are considered readied until used. Once a Mystery is used, it is expended and is refreshed at the end of an encounter. A Mysterious Swordsage may take a full-round action to recover a single expended Mystery, which he can then use at the next available opportunity.
Upon reaching 4th level, and at every even numbered level, a mysterious Swordsage may exchange one mystery he knows for another mystery of any level he could learn. This makes it possible for the swordsage to exchange his Supernatural Ability or Spell-like Ability Mysteries for new mysteries that are cast as arcane spells. Note that after one of the mystery transformation points is reached, all mysteries gained thereafter are learned as Arcane Spells, until another such transformation point is reached.
The Swordsage needs a minimum of (Mystery level +10) charisma in order to use a mystery. The DCs of mysteries are charisma based and equal to (Mystery level + Charisma bonus).
In addition to mysteries, a Mysterious Swordsage may choose to learn Shadow Hand strikes, except that they are automatically considered Supernatural Abilities.
Stances(Ex): A Mysterious Swordsage may learn any stance he qualifies for from the Shadow Hand Discipline.
Fundamentals of Shadow(Su): A Mysterious Swordsage knows all fundamental mysteries and may use them at will.
Shadow Focus(Ex): A Mysterious Swordsage is considered to have the weapon focus feats for all of the Shadow Hand's favored weapons.
Umbral Sight(Su): A Mysterious Swordsage gains the ability to see in darkness out to 30 feet at third level. This ability improves as shown on the table. This ability functions in magical darkness.
Shadow Boost:At 4th level, a Swordsage may add his Charisma modifier on damage rolls when determining the damage dealt by a Mystery or a Shadow Hand Maneuver. This adjustment applies only to HP damage. At 12th level, a Mysterious Swordsage may choose to heal hit points equal to his charisma modifier in any round during which he successfully attacks an enemy with an offensive Mystery or a Maneuver.
Shadow Jump(Su):At 8th level, the Mysterious Swordage may, once per hour, use Dimension Door, as the spell at a caster level equal to his class level. At 16th level, he may use this ability once every 5 rounds.
You Can't Outrun Your Shadow(Ex): A Mysterious Swordage gains a +1 bonus on initiative checks. This bonus increases by +1 at 5th, 10th, 15th, and 20th levels.
Bonus Metashadow Feats: At first level, and again at 5th, 10th, 15th, and 20th levels, the Mysterious Swordsage gains a bonus Metashadow feat. The mysterious swordsage may not choose to apply these feats to Maneuvers.
Shadow Dodge(Ex): A Mysterious Swordsage of second level or higher his Charisma bonus to his AC while wearing light armor or no armor and carrying no more than a light load. Any condition that would render the Mysterious Swordsage helpless, such as being asleep or the paralyzed condition, causes him to lose this bonus, though being flat-footed or simply immobile does not.
Shadow Empower: At 20th level, when you initiate a Shadow Hand Boost or a Mystery with a range of Personal or You, you can make your shadow move on its own, and activate another Mystery or Boost with a casting time no longer than the action that you took, as a free action. For instance, if you use the Dark Soul mystery, you could instruct your shadow to initiate the Cloak of Deception boost, but you could not initiate the Cloak of Deception boost and cause your shadow to use the Dark Soul mystery, unless you quickened it with a metashadow feat.
Changes to Mysteries: The shadow Conjuration mysteries no longer exist, nor do the ones that summon shadow elementals. I'm considering Shadow Empower to allow you to use it after you use a mystery with a range of touch on yourself, and also considering how to handle metashadow feats. Should this guy get bonus Metashadow Feats, or should we do away with Paths altogether and give a set number, or just none at all.
EDIT: And shadow time cannot be used. Good catch.
EDIT2: Shadow Time... I dunno. It's really strong. There needs to be some downside to it, I think. Brainstorm. |