top of page

UMBRAL AGENT

The umbral agent is a master of shadow magic best known for his ability to conjure chains to restrain and strangle his enemies.

Requirements

To qualify to become an umbral agent, a character must fulfill all the following criteria:

Feat: Deceitful

Skills: Influence 5 ranks, Knowledge (civilization) 7 ranks, Knowledge (divine) 7 ranks

Spells: Caster level 3; Dark sphere or knows at least 2 spells with the [darkness] or [shadow] descriptor

Hit Die: d8

Class Skills: The umbral agent’s class skills are Influence (Cha), Knowledge (civilization) (Int), Knowledge (divine) (Int), Sense Motive (Wis), and Stealth (Dex).

Skill Ranks per Level: 4 + Int modifier

Table: The Theurge

CLASS FEATURES

The following are the class features of the umbral agent:

 

Magic:

When an umbral agent gains a level, he gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefits a character of that class would have gained. This essentially means that he adds the level of umbral agent to the level of whatever other spellcasting class he has.

If the agent of the grave is a spherecaster, he instead gains new magic talents and spell points as if he was a Mid-caster.

Blessing of Darkness:

If an umbral agent already possesses the Darkness domain from another class, his umbral agent levels stack with levels in that class when determining the effects of his Darkness domain powers.

Tenebrous Magic:

An umbral agent receives Tenebrous Spell as a bonus feat at 1st level, and can apply its effects to his spells without increasing their spell point cost, effective spell level, or casting time. In addition, if the spell has the darkness or shadow descriptor or is of the illusion (shadow) subschool, the spell’s effective caster level and any associated save DCs are increased by 2 (instead of 1), and any attempts at dispelling the spell in darkness or dim light take a –4 penalty on the dispel check (instead of –2).

Touch of Darkness (Sp):

As a melee touch attack, an umbral agent can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to his umbral agent level.

Darkvision (Ex):

At 2nd level, an umbral agent gains darkvision out to a range of 60 feet. If he already has darkvision, the range increases by 30 feet. At 5th level, the range of the umbral agent’s darkvision increases by an additional 30 feet.

Shadow Chains (Sp):

At 2nd level, when using the touch of darkness ability, the umbral agent manifests shadowy chains that increase the reach of his melee touch attack by 5 feet. A creature struck by these chains must succeed at a Reflex save (DC 10 + double the umbral agent’s level + the umbral agent’s Wisdom modifier) or be entangled for 1d4 rounds in addition to the normal effects of the ability.

Shadow Jump (Su):

At 3rd level, an umbral agent gains the ability to supernaturally travel between shadows. This ability functions exactly like the shadowdancer ability of the same name.

Grasping Darkness (Sp):

At 4th level, the reach provided by the umbral agent’s shadow chains ability increases by 5 feet (to a total 10 foot increase). In place of entangling the target, the umbral agent can attempt to grapple the target without provoking an attack of opportunity, using his Wisdom modifier in place of his Strength modifier for the purpose of determining his CMB. If both the umbral agent and his target are in an area of dim or darker light, he gains a +5 bonus on this grapple check. The umbral agent does not gain the grappled condition when using his shadow chains this way. He may make combat maneuver checks to maintain the grapple for as long as the effect of his touch of darkness ability persists.

Crushing Umbra (Sp):

At 5th level, when he successfully grapples a creature with his shadow chains, the umbral agent can begin constricting his victim as a free action, dealing 3d6 points of damage whenever he makes a successful grapple check. Creatures constricted in this way are also considered strangled, and cannot speak or cast spells with verbal components.

bottom of page