12 minute read
Shadowspy
When a player evinces interest in devoting his character to a deity, introduce the concept of the sanctified one as a goal and allow the PC to work toward it. luckily, most of the PC's goals probably match those of any other adventurer—namely, defeat evil and become more powerful. Multiple aspiring sanctified ones in the same party can make for a fun and interesting group.
Adaptation
Advertisement
This section presents four examples of sanctified ones using deities from the core D&D game. You can adapt these to other campaign settings by matching up first portfolios and domains, and then alignment. You might need to swap out one or two powers, but fortunately, most of the powers clearly link to specific domains.
If you wish to create your own sanctified one for a different deity, start with the following basic guidelines.
• The deity probably doesn't have any other "mainstream" champions, such as paladins or members of a notable prestige class. A religion that already has paladins is less likely to need a sanctified one. This rule doesn't always apply, but it's a good guideline. • The sanctified one is a five-level prestige class for a reason. The deities chosen are usually patrons of other classes, and obviously so. A patron deity of druids wants its followers to be druids. Allowing them to deviate for five levels and gain some appropriate abilities is fine, but any greater investment in another class actually steers the sanctified one away from the deity's patronage. • The sanctified one's abilities should involve some small amount of choice. Even though these characters are supposed to follow their religions' ideals, no one mortal could possibly do justice to all of them. So build a short list with more choices than a character could possibly take, and see where the concept goes from there.
Sample Encounter
Sanctified ones are most often encountered on missions for their deities. Because their missions usually involve extreme danger of some kind, these NPCs can easily sweep PCs along with them, involving them in adventures.
EL 12: Tarrana, a sanctified one of Kord, has awakened [ the sleepy town of Woldsdown, where the PCs have been | staying, at an early hour. Bellowing that evil is afoot, she tides into town on a weary horse in the predawn hours, dismounts, and takes a fresh mount from a startled local, promising him in softer tones that she will bring his prized horse back safely. Then, eyes flashing like diamonds, she asks for reinforcements. Her gaze settles on the PCs, and she asks, "Well, are you just going to sit there, or are you ready to save some lives?"
TARRANA, SANCTIFIED O NE OF KORD CR 12
Female human barbarian 9/sanctified one 3
CC Medium humanoid
Init +8; Senses Listen +13, Spot +1
Languages Common (literate)
AC 20, touch 14, flat-footed 20; improved uncanny dodge (+4 Dex, +5 armor, +1 natural) hp 101 (12 HD); DR ! /— Fort+12, Ref+11, Will+8 Speed 40 ft. (8 squares) Melee+7 shocking burst greatsword +16/+11/+6 (2d6+5 plus ld6 electricity/17-20 plus 1d10 electricity) Ranged handaxe +15 (ld6+3/x3) Base Atk+11; Crp+14 Atk Options Cleave, Power Attack; rage 3/day, sanctified strength 1/day Combat Gear 3 potions of cure moderate wounds Abilities Str 17, Dex 18, Con 15, Int 10, Wis 12, Cha 10 SQ chaos warp, trap sense +3 Feats Chaos Devotion* Cleave, Improved Critical (greatsword), Improved Initiative, Power Attack, Weapon Focus (greatsword) Skills Climb +15, Jump +15, Knowledge (dungeoneering) +7,
Knowledge (religion) +6, Listen +13, Spot+1, Survival +13 (+15 underground) Possessions combat gear plus +7 mithral chain shirt, +7 shocking burst greatsword, 2 handaxes, cloak of resistance + 7, amulet of natural armor +7, holy symbol of Kord, backpack Chaos Warp (Su) Once per day, when Tarrana is struck by a critical hit, she can ignore all damage from the hit and any related effects. Sanctified Strength (Su) Once per day, Tarrana can gain a +6 sacred bonus to Strength for 1 round.
SHADOWSPY
"Perhaps you see it as a curse that I must deny myself the light of the Shining One so that his enemies might be exposed and destroyed. But it is my honor and duty to make such a sacrifice, and in truth, I see the gifts of the Shining One as proof that I am still within his sight, despite the shadows that cling to me" —Saera, Shadow Knight of Pelor
Shadowspies are the covert arm of Pelor's Shadow Guard (see page 75). Members of this subsect work individually or in small groups to locate hidden sources of evil. Although they often lead double lives, masquerading as normal folk who are simply trying to get by, shadowspies never forget their duty to their deity, to their church, and to the multitude of innocents who unknowingly depend on them.
BECOMING A SHADOWSPY
Only priests and paladins of Pelor with the proper skills and demeanor are permitted to join the shadowspies. The vast majority of shadowspies are drawn from the shadowstrikers (page 108), though it is not unheard of for ordinary priests of Pelor to be inducted as shadowspies. Clerics or paladins with levels in bard, monk, ranger, or rogue are ideal candidates because they have the stealthy skills to use the shadows as a tool against the forces of darkness.
ENTRY REQUIREMENTS
Alignment: Any good.
Skills: Gather Information 6 ranks, Hide 6 ranks, Move
Silently 6 ranks.
Feat: Good Devotion, Healing Devotion, Strength
Devotion, or Sun Devotion.
Spellcasting: Able to cast lst-level divine spells.
Special: Must be a cleric or paladin of Pelor.
The abilities you gain as a Shadowspy of Pelor allow you to seek out sources of wickedness that are all too often hidden from view. You gain the ability to blend into the throngs around you, create shadows to mask your presence by manipulating light, make your thoughts impossible to read, and force even the most corrupt persons to speak the truth in your presence.
Spellcasting: At each even-numbered level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Shadowspy, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Aura of Anonymity (Su): You leave few impressions upon those you meet, and even fewer upon those unexceptional souls you pass in the street. When you are walking in a crowd often or more individuals, you gain a divine bonus equal to your Shadowspy level on Disguise and Hide checks.
Radiance of Pelor (Su): Pelor has granted you the power to enhance sources of light so that they shine as brightly as the sun. As a swift action, you can augment any or all light sources within 60 feet (including torches, lamps, lanterns, and campfires, as well as objects that are the target of a light spell and magic weapons that glow). The range of any light source so affected doubles, and the effect lasts a number of hours equal to your Shadowspy level, or until the light source is extinguished, whichever occurs first. This ability can be used a number of times per day equal to your Wisdom modifier (minimum once).
Bonus Feat: At 2nd level and every 3rd level thereafter, you can select a bonus feat for which you meet the prerequisites from the following list: Acrobatic, Alertness, Athletic, Combat Casting, Deceitful, Extra Turning, Improved Turning, Investigator, Good Devotion (see page 58), Persuasive, Stealthy.
Immunity to Blindness (Su): Beginning at 2nd level, you cannot be blinded by magical effects, spells, or bright light. Physical barriers to sight, such as blindfolds and solid objects, still prevent you from seeing. Additionally, any wounds that cause the destruction of your eyes still blind you.
Veil of Pelor (Sp): When you attain 3rd level, your motives and morality become almost impossible to determine. As an immediate action, you can use undetectable alignment, as the spell (caster level equals your character level). This ability is usable at will.
Personal Eclipse (Su): Beginning at 4th level, you can manipulate the direction and intensity of light. By redirecting and dimming ambient illumination, you can cast shadows around your body to better conceal your presence. Doing so grants you a circumstance bonus equal to one-half your Shadowspy level on Hide checks. This ability can be used at will but is effective only in areas where light is present.
Truth of the Light (Sp): When you attain 6th level, creatures in your company find it difficult to tell deliberate untruths. At will, you can use zone of truth, as the spell (caster level equals your character level). You can use this ability a number of times per day equal to your Shadowspy level.
Blinding Light (Su): At 7th level, you learn to blind nearby foes with a brief but intense flash of light. Twice per day, you can project a beam of light from your palm in a cone-shaped burst with a range of 15 feet. Any creature in the area that fails a Reflex save (DC 10 + Shadowspy level + Wis modifier) is blinded for ld6 rounds. Sightless creatures are not affected by this ability.
Sun's Revelation (Su): At 8th level, you become adept at detecting untruths spoken in your presence. At will, you can use discern lies, as the spell (caster level equals your character level).
Hide in Plain Sight (Su): Beginning at 9th level, you can use the Hide skill even while being observed, as long as you are in a sunlit location. See the ranger class feature (PH 48).
Vision of Pelor (Su): At 10th level, you can see through even the most potent illusions. Three times per day, you can use true seeing at will, as the spell (caster level equals your character level).
PLAYING A SHADOWSPY
Unlike shadowstrikers, you are understated and subdued, and you often work alone. Though you felt a bit lonely on your missions at first, you came to realize that Pelor watches
TABLE 2-10: THE SHADOWSPY H IT DIE: D6
Base Attack Fort Ref Will Level Bonus Save Save Save Special
1st +0 +0 +2 +2 Aura of anonymity, radiance of Pelor 2nd +1 +0 +3 +3 Bonus feat, immunity to blindness 3rd +2 +1 +3 +3 Veil of Pelor 4th +3 +1 +4 +4 Personal eclipse 5th +3 +1 +4 +4 Bonus feat 6th +4 +2 +5 +5 Truth of the light 7th +5 +2 +5 +5 Blinding light 8th +6 +2 +6 +6 Bonus feat, sun's revelation 9th +6 +3 +6 +6 Hide in plain sight 10th +7 +3 +7 +7 Vision of Pelor
Spellcasting
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
Class Skills (6 + Int modifier per level): Balance, Bluff, Climb, Concentration, Decipher Script, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (local), Knowledge (religion), Listen, Move Silently, Open Lock, Search, Sense Motive, Speak Language, Spot, Tumble.
over you constantly, whether or not the shadows mask you from mortal sight.
To succeed as a Shadowspy, you must be entirely self-reliant. Unlike the shadowstrikers, you have no cell to fall back on for support, and you can't call upon the church for aid unless the circumstances are particularly dire. The self-reliance you have gained out of necessity might make you seem smug to others, but you prefer quiet confidence to vociferous bombast.
Combat
Fighting toe-to-toe is for shadowstrikers. You rarely enter combat unless it is on your own terms. Like so many of your enemies, you depend on the shadows to hide your movements and provide you with ample opportunities for ambush and evasion. Your assigned tasks rarely involve direct confrontation, though you are more than capable of defending yourself as long as the conflict is not protracted. You prefer, however, to strike quickly and from hiding, then slip away before your enemies can retaliate. Given the opportunity, you like to prepare an exit corridor by seeding it with snares, traps, and bolt holes from which you can launch ambushes. Doing so allows you to send groups of enemies scrambling in the wrong direction while you double back to make your escape.
Sample Encounter
Shadowspies are seldom seen unless they wish to be. Typically, they work alone or in pairs to investigate reports of evil acts in the cities and towns where temples of Pelor and Heironeous are located. Accomplished shadowspies travel far and wide in the name of Pelor, often infiltrating enemy nations for the purpose of divining the intentions of their leaders.
EL 14: Saera is a young half-elf who began her life as a petty thief and con artist. Some years later, a wandering cleric of Pelor showed her the error of her ways, and she joined the priesthood. Her roguish skills were not lost on the church elders, and she was eventually inducted into a Shadowstriker cell. But although she found that work fulfilling, Saera was a perpetual loner, and she yearned to work on her own terms. Noting her skill and determination, her superiors soon recruited her as a Shadowspy.
SAERA, SHADOW KNIGHT CR 14
Female half-elf rogue 3/cleric 3/shadowstriker 2/shadowspy 6
NG Medium humanoid (elf)
Init+3; Senses low light vision; Listen +15, Spot +7
Aura anonymity, good
Languages Common, Elven
AC 21, touch 15, flat-footed 18; Dodge, Mobility (+3 Dex, +4 armor, +2 shield, +2 deflection) hp43 (14 HD)
Immune blindness, magic sleep effects
Resist evasion
Fort+8, Ref+12, Will +14 (+16 against enchantments)
Speed 30 ft. (6 squares); Spring Attack
Melee +3 short sword +16/+11 (ld6+4/19-20)
Ranged +2 light crossbow +15 (ld8+2/19-20)
Base Atk+10; Crp+11
Atk Options luminous weapon, smite evil 1/day, sneak attack +2d6, sun's blessing
Special Actions feat of strength 1/day, greater turning 1/day, turn undead 5/day (+4, 2d6+5, 3rd) Saera, a Shadowspy
Combat Gear potion of cure serious wounds, potion of owl's wisdom, potion of spider climb, potion of tongues, ring of invisibility Cleric Spells Prepared (CL 6th): 3rd—daylight, deeper darkness, searing lightD (+13 ranged touch, CL 7th) 2nd—align weapon, consecrate, darkness, heat metalD (DC 14, CL7th), silence (DC 14) 1st—bless, divine favor, enlarge personD (DC 13, CL 7th), protection from evil, sanctuary (DC 13) 0—detect magic, guidance (2), light, resistance
D: Domain spell. Deity: Pelor. Domains: Sun, Strength. Spell-Like Abilities (CL14th):
At will—undetectable alignment 6/day—zone of truth Abilities Str 12, Dex 16, Con 8, Int 10, Wis 14, Cha 14 Feats Alertness8 , Dodge, Investigator8 , Healing Devotion"--,
Mobility, Spring Attack, Weapon Finesse Skills Bluff+12* Decipher Script+10, Diplomacy +8*, Disguise +12, Gather Information +23, Hide +18, Intimidate +2", Knowledge (religion) +10, Listen +15, Move Silently +13, Search +8, Spot +7 Possessions combat gear plus +2 leather armor, +7 buckler of blinding, +3 short sword, +2 light crossbow with 10 bolts, ring of protection +2, cloak of elvenkind, silk rope, grappling hook, backpack, caltrops, holy symbol, 120 gp Skills As a shadow knight, Saera gains a +2 bonus on
Intimidate checks against evil foes and a +2 circumstance bonus on Bluff and Diplomacy checks when interacting with clerics and paladins of Heironeous and Pelor.