• Lord of Shadows
Alignment: Any non-good alignment
Skills: Move Silently 12 ranks, Hide 12 ranks, Gather Information 8 ranks
Special: +6d6 Sneak Attack, Evasion, Penetrating Strike, access to the Plane of Shadows.
Skill Points At Each Level: 8 + Int

Weapon and Armour Proficiency: They are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Lords are proficient with light armor but not with shields.

Spellcasting: At each new Lord of Shadows level you gain an increase in caster level as if you had progressed in the class you belong before adopting the prestige class. You do not gain new spells per day or spells known

Body of Darkness (Su): At 1st level, your connection to the Plane of Shadow deepens, body becoming limned with shadowy substance that grants you a +4 armor bonus and a +2 circumstance bonus on Hide and Move SIlently checks, attacks not blocked so much as lost. At 3rd and 5th level, these bonuses increase by +2 for the armor bonus and +1 for Hide/Move Silently respectively. You can use this ability for 1 hour per day per Lord of Shadows level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Wings of Darkness (Su): At 3rd level as a swift action, you can manifest a set of translucent, inky wings that grant you a fly speed of 60 feet with good maneuverability. You can use these wings for 10 minutes per day per Lord of Shadows level. This duration does not need to be consecutive, but it must be spent in 10-minute increments. At 5th level, you can now use these wings to fly as if with overland flight. Used in this way, the ability lasts for up to 1 hour per level. The duration does not need to be consecutive, but it must be spent in one hour increments.

Shadow Projection (Su): At 5th level, you infuse your life force and psyche into your shadow, causing it to separate from your body and act as an independent creature. This ability functions as shadow projection except as follows. Your shadow has the outsider type and the phantom subtype instead of the undead type. As a result, this ability does not have the evil descriptor and your shadow cannot be turned or affected as undead (though it can be affected as an outsider). You can use this ability for a number of hours per day equal to your Lord of Shadows level. These hours don't need to be consecutive, but they must be spent in 1-hour increments. Your shadow's hit points are not replenished between uses, although your shadow can be healed in the same manner as any other outsider. When this ability isn't in use, any healing done to you also heals your shadow for an equal amount.

I struggled to make sense of the BB code boxes for progression, and failed.

If it's any help, I think Garin progresses along Bard casting progression from 16-20 as 11-15.
 
Last edited:
OH SHIT @EVERYONE @Duesal @Azel @Goldfish

WE FORGOT THE CORBRAYS.

They got dragon eggs and devil cultists whispering in their ear!
Eh, yeah. I guess we did. That was a mistake, we meant to deal with that, but honestly I can't bring myself to care at this point. Viserys cares about the Corbrays so little his first thought was, "Ooh, maybe I can kill them while I'm there and get started on that oath to diminish the great Andal houses," rather than panicked thoughts of trying to save them.

Even if we wanted to reschedule for it, I'm really at a loss of who to shuffle around.
 
Last edited:
One thing, @Crake, Garin's spell list capa out at the fourth level, but the various wizard shadow spells would be useful. Also, as long as he can cast 5th level spells, he can use boots of the wide earth :D
 
@Goldfish The cool part about the above class is it would, if chosen, allow Garin access to Shadow tree of substitution spells.

So he could potentially get Shadow Enchantment, then Shadow Conjuration, then Shadow Evocation.

As well as a couple other Shadow spells from Sorc/Wiz spell list from 1st to 5th circle, of which there are some nice ones.
 
Last edited:
One thing, @Crake, Garin's spell list capa out at the fourth level, but the various wizard shadow spells would be useful. Also, as long as he can cast 5th level spells, he can use boots of the wide earth :D

Ah, I guess technically you're right, the class doesn't progress to 20. Unless I'm mistaking what you're saying here.
 
Eh, yeah. I guess we did. That was a mistake, we meant to deal with that, but honestly I can't bring myself to care at this point. Viserys cares about the Corbrays so little his first thought was, "Ooh, maybe I can kill them while I'm there and get started on that oath to diminish the great Andal houses," rather than panicked thoughts of trying to save them.

Even if we wanted to reschedule for it, I'm really at a loss of who to shuffle around.

Best to ask someone who fiddles with it most.

@Goldfish, could we pull a SURPRISE MUTHAFUCKAZ on the Corbrays this turn? I see you have some filler days in the schedule mostly involving the Scholarum.

Edit:

If you did some minimal shuffling, you could pull Viserys, Richard, Lya and Waymar aside for it near the end of the month.
 
Last edited:
Best to ask someone who fiddles with it most.

@Goldfish, could we pull a SURPRISE MUTHAFUCKAZ on the Corbrays this turn? I see you have some filler days in the schedule mostly involving the Scholarum.

Edit:

If you did some minimal shuffling, you could pull Viserys, Richard, Lya and Waymar aside for it near the end of the month.
We can make it happen by shuffling stuff, but that might not be necessary for everyone. We have several major actions with a lot of days assigned to them. If we finish up any of them more quickly than we planned, we could have plenty of time to hit up the Corbrays.

If that doesn't happen, though, we can do some rearranging.

EDIT: For example, if Upon a Sea of Flame gets done a couple days early, we could take that full party and handle the Corbrays.
 
Last edited:
Best to ask someone who fiddles with it most.

@Goldfish, could we pull a SURPRISE MUTHAFUCKAZ on the Corbrays this turn? I see you have some filler days in the schedule mostly involving the Scholarum.

Edit:

If you did some minimal shuffling, you could pull Viserys, Richard, Lya and Waymar aside for it near the end of the month.
I wouldn't mind this. The Scholarum teaching simply is not that high of a priority compared to getting the devils.
 
Maybe we should build a new type of Herald, high stealth (Darkstalker) with an Iron Maiden AMF belly and 1/day Word of Recall.

A terrifying threat to the Illithid as they prowl relentlessly and undetectable in search of their favourite prey when they pounce out of the darkness, engulf their quarry and instantly disappear into the prepared holding quarters for process into information, material components and soulstuff + magical potency.

Thanks @AQShedim for reminding me of this.

We really should be working on this or something similar.

"We have faced the Deep and found it lacking, you would think a squid would understand but it appears we must remind them, there's always a bigger fish and even Monsters may fear the dark"
 
Want to make +2 at 1 and then +1 for 3 and 5?

That's +4 total, or half what TH gives.
 
@Azel

Do you have the most recent version of The Herald?

I'd like to use the chassis for the above, though a bit slimmed down to fit it's stealth and ambush role.
 
Here's the updated list of all the Bloodraven Lore we ever managed to get through directly poking at the man: Bloodraven Lore.

It's a bit haphazardly organized at the moment, but I'll see about getting to that later. Important thing is it's all in one place.
 
@Azel

Do you have the most recent version of The Herald?

I'd like to use the chassis for the above, though a bit slimmed down to fit it's stealth and ambush role.
Herald, CR 8
N Large Construct
Init 2, Senses Darkvision 120ft, Blindsense 60ft; Perception +15

Defense
AC 22, touch 11, flat-footed 20 (-1 size, +2 Dexterity, +11 natural)
HP 115 (10d10+60)
Fort -, Ref +8, Will +8
DR 10/Adamantine
Immune construct traits, magic
Spell-Like Abilities (CL 10th)
At will - Voice of the Dragon, Elemental Darts (Fire only)
3/day Fireball

Offense
Speed 40ft, fly 200ft. (poor)
Melee 3 bite +12 (2d6+7), 2 claws +12 (1d8+7), 2 wings +7 (1d6+3), tail slap +7 (1d8+3)
Space 10 ft.; Reach 5 ft.; 10ft. with bite
Special Attacks: 3 breath weapon (40-ft cone, DC 17 Reflex, 6d6 fire)

Statistics
Str 25, Dex 14, Con -, Int 12, Wis 14, Cha 16
Base Atk +10;
Feats Alertness, Cleave, Great Cleave, Fly-By Attack, Power Attack
Skills Fly +10, Diplomacy +14, Bluff +16, Intimidate +20, Sense Motive +20, Perception +15, Stealth +10
Language: Common, Draconic

Special Abilities
Immunity to Magic (Ex): A Herald is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Herald down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Herald and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Herald to exceed its full normal hit points, it gains any excess as temporary hit points. A Herald gets no saving throw against fire effects.
Immolation (Ex): Once per day as a Full Round action, the Herald can wreath itself in flames to repair his body. Every creature on the same square or adjacent and the Herald itself is dealt 10d6 points of fire damage, which heals the Herals as per his immunity to magic ability. A DC 17 reflex save halves the damage. A creature grappling with the Herald must break the grapple or is not allowed a save. He cannot use his breath weapons for 1d4 rounds after using this ability.
Inferno (Ex): Once per day as a Full Round action, the three heads of the Herald can combine their breath weapons for a devastating attack. This ability affects a 60ft cone and does 12d6 fire damage, DC 22 Reflex save for half. He cannot use his breath weapons for 1d4 rounds after using this ability.
Split Alignment (Ex): The bite attack of the right head counts as Lawful and Evil for the purpose of overcoming damage reduction while the left counts as Chaotic and Good. The heads will also register as those alignments for the purpose of any spell that detects alignment, but not for other spell effects.

A mighty beast, wrought from the jet black steel in the image of the Targaryen banner and then filled with ever burning flames.
Unlike most constructs, the Herald is somewhat independent and rather vain, but still unwaveringly loyal to his master. Another oddity are the three heads that seem to like to bicker and discuss with each other when the time permits and no direct order determines his actions.
The right head is often likened to a cruel tyrant and will often argue in favor of the rules and to maximize the benefit of his master.
The left head is the direct opposite, fiercely moral in all he does and cares little for rules and customs if he can do good by his actions.
The central head is completely neutral and will listen to the advice of his companions, but is ultimately the one who decides the course of action the Herald will take.

Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Fireball, Voice of the Dragon, Geas;
Materials: a custom made platemail worth 3000 GP; for each of the descriptors Fire, Lawful, Evil, Good and Chaotic, at least a pound of material with a value of roughly 1600 GP from a plane which is strongly aligned with that descriptor
Cost: 5000 GP
 
Back
Top