Among the first wizards to tap the power of the shadow
weave, Dargloth was an albinar living in the underdark paradise of Aranknar.
Dargloth learned shadow magic from ancient tomes, hoping to use the knowledge
against the accursed drow. Shadow magic came naturally to the talented young
wizard and after a while he began to spend more and more time on the Plane of
Shadow. While on the Plane of Shadow, Dargloth met the many members of a faerie
race, the arak. The arak was an ancient offshoot of the more common fey races
that left to live on the Plane of Shadow. A drow army from the city of Ilk
Rabbar decided to destroy the albinar homeland once and for all. The fighting
was terrible, the drow had the benefit of larger numbers, and the albinar were
trapped in a cavern on the edge of Aranknar. As a last resort Dargloth went to
the Plane of Shadow and created a portal for his friends, the arak, to use to
come to their aid. Shortly afterward the albinar were able to crush the drow
offensive, sending the drow back to their city. At this point Dargloth tried to
send the arak back to their Plane, but they decided that they preferred to live
in Aranknar. An evil faction of the arak destroyed the albinar of Aranknar.
Aranknar is now the home of the arak.
Dargloth created a magical tome, Eclipse, that
contains many secrets of shadow magic. It contains all spells with the shadow
descriptor, and teaches the reader how to use the power of the shadow weave
to affect the transformation from humanoid to shade.
A disciple of Dargloth studies the tome (or the
information from it) and decides to undergo the infusion of shadowstuff
necessary to become a shade.
Hit Die: d4.
Requirements:
To qualify to become a Disciple of Dargloth, a
character must fulfill all the following criteria.
Class
Skills:
The Disciple of Dargloth’s class skills (and the
key ability for each skill) are Alchemy (Int), Bluff (Cha), Concentration (Con),
Disguise (Cha), Hide (Dex), Knowledge (all skills taken individually)(Int), Move
Silently (Dex), Profession (Wis), Scry (Int), Spellcraft (Int). See Chapter 4:
Skills in the Player’s Handbook for the skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class
Features:
All of the following are class features of the
disciple of Dargloth prestige class.
Weapon and Armor Proficiency: A
disciple of Dargloth gains no additional proficiencies in any weapon or armor.
Spells per Day: When a new disciple of Dargloth level is gained,
the character gains new spells per day as if he had also gained a level in a
spellcasting class he belonged to before adding the prestige class. She does
not, however, gain any other benefit a character of that class would have gained
(improved chance of controlling or rebuking undead, metamagic or item creation
feats, hit points beyond those he receives from the prestige class, and so on),
except for an increased effective level of spellcasting. If a character had more
than one spellcasting class before becoming a disciple of Dargloth, she must
decide to which class she adds each level of disciple of Dargloth for purposes
of determining spells per day.
Shadow Infusion (Ex): Becoming a disciple of Dargloth requires a
careful infusion of shadowstuff. The character must have access to a laboratory
and spend 500 gps. for the components necessary for the ritual. The ritual takes
three full days and is extremely taxing. During the ritual the character
undergoes an amazing transformation. Their skin acquires a gray or black dusky
appearance, and the character often becomes gaunt. This initial infusion of
shadowstuff increases the disciple’s Constitution and Charisma scores by 2
whenever he is in darkness or shadow.
Dancing Shadow (Ex): The disciple can move quicker than normal in
an area of darkness or shadow. This ability increases with experience (See table
below). These bonuses do not stack.
Darkfighting (Ex): While in shadows or darkness, a disciple (3rd
level and above) gains a competence bonus to attack and damage rolls. This
ability increases with experience (See table below). These bonuses do not stack.
Dark Caress (Ex): Beginning at 4th level, darkness
itself takes on a protective role regarding the disciple of Dargloth. This gives
the disciple a luck bonus to all saving throws and a deflection bonus to AC.
This ability increases with experience (See table below). These bonuses do not
stack.
Shadow Image (Sp): Beginning
at 2nd level, a disciple of Dargloth gains the use of this ability
(similar to the mirror image spell) once per day as a sorcerer of his
character level. The ability creates figments of the disciple (1d4, +1 per three
levels).
At 5th level, the disciple can use this ability twice per day.
At 7th level, the disciple can use this ability three times
per day.
Control Light (Sp): Beginning
at 3rd level, a disciple of Dargloth can decrease the levels of light
within a 100-ft. radius of themselves by a factor of 10% per disciple level.
This decreases the overall effective range of vision for characters and
creatures dependent on light by the same percentage. For example, a human can
normally see 20 feet by the light of a torch. If a 5th level disciple
of Dargloth were to diminish the light by 50 %, the human could see only 10
feet. Characters within the affected area gain a +1 bonus to Hide checks for
each 25% decrease in light.
Invisibility (Sp): At 4th level, the disciple of
Dargloth gains the spell-like ability to use invisibility twice per day
as a sorcerer of his character level.
Shadesight (Sp): At 6th level, a disciple of Dargloth
gains 60-foot darkvision. He can see normally through any darkness effects, but
not through fog, invisibility, obscurement, and so forth.
Shadow Stride (Sp): An 8th level disciple of Dargloth
gains the supernatural ability to vanish from its current location and reappear
in any shadowy area within 300 feet, as often as once every 2 rounds. Using this
ability is a move-equivalent action, so the disciple can use another ability,
cast a spell, or attack in the same round.
Shadow Travel
(Sp): At 9th
level, a disciple of Dargloth can use either teleport without error to
reach a shadowy locale on the same world or plane shift to access the
Plane of Shadow. This ability functions as if cast by a sorcerer of his
character level.
The Darkening: At 10th level, the disciple’s hard
work finally pays off and he fully takes on the shade template. His type changes
to “outsider”, which means (among other things) that he is no longer
affected by spells that specifically target humanoids, such as charm person,
but he can be hedged out by a magic circle spell against his alignment.
Additionally, the disciple gains several other new abilities; a +4 racial bonus
to Listen and Spot checks, a +8 racial bonus to Hide and Move Silently checks,
Fast Healing, and Spell Resistance (see page 314 of the Forgotten Realms
Campaign Setting for complete details).
Table:
The Disciple of Dargloth
|
Class
Level
|
Base
Attack
Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
Spells
per Day
|
|
1st
|
+0
|
+0
|
+0
|
+2
|
Shadow
Infusion
|
+1
level of existing class
|
|
2nd
|
+1
|
+0
|
+0
|
+3
|
Shadow
Image (1/day), Dancing Shadow (10 feet)
|
+1
level of existing class
|
|
3rd
|
+1
|
+1
|
+1
|
+3
|
Control
Light, Darkfighting (+1)
|
+1
level of existing class
|
|
4th
|
+2
|
+1
|
+1
|
+4
|
Invisibility,
Dark Caress (+1) |
+1
level of existing class
|
|
5th
|
+2
|
+1
|
+1
|
+4
|
Shadow
Image (2/day), Dark Caress (+2)
|
+1
level of existing class
|
|
6th
|
+3
|
+2
|
+2
|
+5
|
Shadesight,
Darkfighting (+2)
|
+1
level of existing class
|
|
7th
|
+3
|
+2
|
+2
|
+5
|
Shadow
Image (3/day), Dark Caress (+3)
|
+1
level of existing class
|
|
8th
|
+4
|
+2
|
+2
|
+6
|
Shadow
Stride, Dancing Shadow (20 feet)
|
+1
level of existing class
|
|
9th
|
+4
|
+3
|
+3
|
+6
|
Shadow
Travel, Dark Caress (+4)
|
+1
level of existing class
|
|
10th
|
+5
|
+3
|
+3
|
+7
|
The
Darkening
|
+1
level of existing class
|