Staff of the Shrouded Magister

Slot none; Aura strong enchantment; CL 20th; Weight 4 lbs.

DESCRIPTION


Crafted by Clerics of Ena and Elan Valdarin
 
Staff of the Shrouded Magister (day and night powers, invisibility and darkness spells, fey magic; +10 competence to Spellcraft & Stealth skills; Éna & Elan Valdarin) – Baras


POWERS


The staff of the Shrouded Magister grants the following spell-like abilities. 

Spell-Like Abilities (CL 20, concentration +25)
  • At Will–dancing lights, detect magic, flare, light, penumbra
  • 3/day–daylight, deeper darkness, faerie fire, identify, invisibility, motes of dusk and dawn, protective penumbra, shadow step, searing light
  • 1/dayanalyze dweomer, greater invisibility, shroud of darkness, true seeing 
  • 1/week–lunar veil, sunbeam, umbral strike



SPECIAL ABILITIES

Enveloping Darkness (Sp): At 15th level, you may create an area of deeper darkness that you can see through without penalty. All creatures except you are entangled within this darkness unless using freedom of movement or a similar effect. You may use this ability once per day.

Shadow Master (Su): At 20th level, you can see perfectly in natural or magical darkness. When you use shadow conjuration or shadow evocationspells, your creations are 20% more real, and any creatures you create gain the benefits of the Augment Summoning feat.

Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealthchecks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Shadow Jump (Su)

At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadowdancer can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (80 feet at 6th, 160 feet at 8th, and 320 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.


Shadow Master (Su)

At 10th level, whenever a shadowdancer is in an area of dim light, she gains DR 10/— and a +2 luck bonus on all saving throws. In addition, whenever she successfully scores a critical hit against a foe who is in an area of dim light, that foe is blinded for 1d6 rounds.

Favored Illumination (Su)

At 4th level, a shadow walker chooses one illumination level: bright light, normal light, dim light, or darkness (including supernatural darkness). While she is within her chosen illumination level, she gains a +2 bonus on initiative checks and AcrobaticsPerception, and Sleight of Hand skill checks, and can take 10 on any Stealth check attempted within that illumination level.

When the shadow walker confirms a critical hit with a melee attack that deals sneak attack damage while in her chosen illumination level, she regains 1 illumination point (to a maximum of half her rogue level).

Confirming a critical hit on a creature that has fewer Hit Dice than half the shadow walker’s character level doesn’t restore illumination points. When the shadow walker reaches 6th level, and every 3 rogue levels thereafter, the bonuses she gains within her chosen illumination level increase by 1.

This ability replaces the rogue’s uncanny dodge and improved uncanny dodge.

Strike Through Shadow (Su)

At 12th level, you can declare a single melee attack as a strike through shadow. This attack moves through its target’s shadow and strikes from below or inside its armor. You make this attack against the target’s touch AC. You can use this ability once per day, plus an additional time per day each at 15th and 18th levels.

Shadow Door (Su)

At 16th level, you can take any part of your movement through shadows, teleporting to another location within 60 feet. This ability functions as dimension door, except you can’t use shadow door in brightly lit areas. You can teleport in this manner a total of 10 feet per class level each day.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.