Shadowcaster

Wizard Archetype

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Fortitude
Low
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Will
High
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Reflex
Low
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Base Attack Bonus
Low
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HP per level
4/ Level
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HP
6
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Max level of Spells
10
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Caster ability
Intelligence
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Caster type
Memorizing Spells

Class Initial Features

  • Shadow Spells
  • Shadowsight
  • Shadowy Specialization

Class Skills

Shadowcaster is a sub-class in Pathfinder: Wrath of the Righteous. Wizards use spells in battle. They can learn any numbers of spells, but they need to prepare them in order to be used in battle. Wizards can also specialize in one school of magic, gaining additional spells and powers based on that school.

 

"Trained in dark mysteries your training allows you to harness the power of shadows to bolster your spellcasting.  

 

 

Shadowcaster Information

  • Base Class: Wizard
  • +0 Fortitude, +2 Will, +1 Reflex
  • Skill Ranks per Level: 2.
  • Alignment: Any
  • Race: Dhampir
  • Hit Die: +4
  • Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

 

 

 

Shadowcaster Familiar

Name Bonus
Cat Familiar +3 Stealth checks, +2 Perception checks
Centipede Familiar +2 Will saves, +2 Perception checks
Chicken Familiar +3 hit points, +2 Perception checks
Dog Familiar +3 bonus on Lore(Nature), +2 Perception checks
Duck Familiar +3 bonus on Knowledge(World), +2 Perception checks
Hare Familiar +4 Initiative checks, +2 Perception checks
Jerboa Familiar +3 Athletics checks, +2 Perception checks
Lizard Familiar +1 natural armor bonus to AC, +2 Perception checks
Monkey Familiar +3 Mobility checks, +2 Perception checks
Rabbit Familiar +2 Reflex saves, +2 Perception checks
Rat Familiar +2 Fortitude saves, +2 Perception checks
Tarantula Familiar +3 Athletics checks, +2 Perception checks
Viper Familiar +3 Persuasion checks, +2 Perception checks

 

Shadowcaster Progression

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1 +0 0 0 +2 Shadow Spells
Level 2 +1 0 0 +3  
Level 3  +1 +1 +1 +3  
Level 4  +2 +1 +1 +3  
Level 5  +2 +1 +1 +4 Shadowsight
Level 6  +3 +2 +2 +5  
Level 7  +3 +2 +2 +5 Summon Shadow
Level 8  +4 +2 +2 +6  
Level 9  +4 +3 +3 +6  
Level 10  +5 +3 +3 +7 Umbral Mind
Level 11  +5 +3 +3 +7  
Level 12  +6/+1 +4 +4 +8  
Level 13  +6/+1 +4 +4 +8  
Level 14  +7/+2 +4 +4 +9  
Level 15  +7/+2 +5 +5 +9  
Level 16  +8/+3 +5 +5 +10  
Level 17  +8/+3 +5 +5 +10  
Level 18  +9/+4 +6 +6 +11  
Level 19  +9/+4 +6 +6 +11  
Level 20  +10/+5 +6 +6 +12 Shadow Form

 

 

 

Spells

A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Starting Spells: A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Arcane School

A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

 

Bonus Feats

At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.

 

Shadowcaster Abilities

Shadow Spells

At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level of the highest-level wizard spell he can cast. For example, if he can cast 6th-level wizard spells, he could prepare six 1st-level spells, two 3rd level-spells, or any similar combination that adds up to a total of six spell levels. These spells are stored in his shadow. He can only cast these spells when he is in an area of normal light or dim light. He gains Shadowtongue as a bonus language.

This ability replaces arcane bond.

Shadowsight

At 5th level, a shadowcaster gains darkvision 60 feet. This ability replaces the shadowcaster's 5th-level wizard bonus feat.

Shadowy Specialization

At 10th level, when a shadowcaster casts shades, shadow conjuration, shadow evocation, and similar illusion spells that have a listed fraction of the strength of real effects, he increases the percentage of damage caused by the spell's effect or summoned creatures by one-fifth (+20%) against creatures that make their saving throw against the effect, up to a maximum of 100% of the strength. For example, shadow evocation and shadow conjuration deal 40% normal damage on a successful save instead of 20%.

 
This ability replaces the shadowcaster's 10th-level wizard bonus feat.

 

Summon Shadow

At 7th level, once per day, a shadowcaster can summon to his side a shadow directly from the Plane of Shadow for a number of minutes equal to his wizard level as a standard action. The shadow attacks the
shadowcaster's opponents to the best of its ability. Each round, the shadow will try to break free by making a Will saving throw (DC 18). On success, the shadow becomes hostile. As the shadowcaster gains levels, the shadow he summons grows more powerful. At 7th level, the shadowcaster's shadow gains a +2 profane bonus to Dexterity, Charisma, AC, attack rolls, Reflex saves, and Will saves. This bonus is further increased by the power of the Shadow Plane ability.

 

Umbral Mind

At 10th level, a shadowcaster gains a +1 profane bonus to his Intelligence ability score. This bonus increases by 1 at 12th, 14th, 16th, and 18th levels.

Shadowform

At 20th level, as a standard action, a shadowcaster can assume a form of pure shadow for a number of rounds equal to half his wizard level. While in this form, the shadowcaster is considered incorporeal and undead, gains a +2 bonus to Intelligence, an incorporeal touch attack (2d8 points of Strength damage), immunity to ground-based effects, and a +30-foot bonus to speed. The shadowcaster also gains the effects of the transformation spell while still retaining his ability to cast spells. The shadowcaster can use this ability once every 24 hours.

 

 

 

 

 

 

 

 

 

Classes
Alchemist  ♦  Aldori Swordlord  ♦  Arcane Trickster  ♦  Arcanist  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Bloodrager  ♦  Cavalier  ♦  Cleric  ♦  Dragon Disciple  ♦  Druid  ♦  Duelist  ♦  Eldritch Knight  ♦  Fighter  ♦  Hellknight  ♦  Hellknight Signifer  ♦  Hunter  ♦  Inquisitor  ♦  Kineticist  ♦  Loremaster  ♦  Magus  ♦  Monk  ♦  Mystic Theurge  ♦  Oracle  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Shaman  ♦  Skald  ♦  Slayer  ♦  Sorcerer  ♦  Stalwart Defender  ♦  Student of War  ♦  Warpriest  ♦  Winter Witch  ♦  Witch  ♦  Wizard

 




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    • Anonymous

      Shadowy Specialization doesn't exist in Wrath of the Righteous. A Wizard 10th just pick a bonus wizard feat as usual.

      • Anonymous

        Still confused about what the Shadow Plane ability is in game the it says enhances their spells? Maybe it's the Shadowplay Feat(?) That gnomes have? If anyone finds out please report back

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