Obscurer (Character Kit)

Obscure
The obscure is a particular type of shadow wizard, one of the mages who draw energy from the plane of infinite shadow known as the Black. The obscure uses his shadow-inspired powers for espionage and to provide protection by hiding those he defends.
Character Class: Obscures are usually preservers, though it’s possible for a one-time preserver who has become a defiler to take up this kit in the service of a sorcerer-king. This kit can be combine the wizard class with any other class except cleric or druid. Obscure wizard/ rangers or wizard/thieves can sometimes be found serving a specific faction of the Veiled Alliance. Bear in mind that obscures and shadow wizards have been around for a long, long time but are still considered to be rare among the wizards of Athas.
Races: Humans, elves, and half-elves can select this kit, but the dark and claustrophobic nature of the Black makes it highly unsuitable for aarakocra wizards.
Requirements: Obscures require a minimum Wisdom score of 16 and a Constitution score of 15 to withstand the mental and physical rigor of reaching into the dimension of darkness. An obscure can be of any alignment as long as one aspect of it is neutral (i.e., NG, NE, N, LN, CN).
Role: Shortly after the first shadow wizards developed centuries ago, a few of these mystics found a particular manner of employing their magic. These mystics became the obscure, a society of shadow wizards who operate in the twilight of society, moving like specters through the world of humans and demi- humans. They consider it a sacred duty to uncover secrets and shed light on the darkness that hides portions of the world.
Using their spells and abilities granted by their connection to the Black, the obscure became spies and investigators of great mystery and renown. This small order of wizards holds fast to its sacred duty, usually in the service of the various branches of the Veiled Alliance, though at least one of these wizards works for the Night Runners elf tribe. When one of these groups absolutely needs to gather information or root out a secret, if an obscure is available, the job goes to him.
The obscure who work for the Veiled Alliance use their abilities to drift from shadow to shadow as they spy on tem- plars, defilers, or sorcerer-kings. They have trained themselves in stealth techniques, and they take pride in their abilities to observe, listen, and gather information.
The obscure share certain traits with other shadow wizards. Except for those who know of them and their work, most believe that those connected to the Black are evil beings. This isn’t an accurate assessment by any means, but their characteristics make such beliefs understandable. The obscure are cold, distant, with a tendency toward neutrality. They believe in balance, for without light there can be no shadow. They are cold to the touch, an effect of the plane of shadow. An obscure must be within 10’ of a shadow to draw on the Blacks power. They wear robes and cloaks full of folds and shadows, even during the hottest part of an Athasian day. And, like shadow wizards, the obscure sacrifice a part of themselves to the Black, allowing their bodies to become a combination of living flesh and living shadow.
Class Modification: The obscure tend to favor spells that produce either lightor shadow, either as a direct result or an after effect of the casting. They also employ divination spells and spells of stealth and concealment. They avoid darkness spells, as these obliterate shadows and weaken their powers. Because the connection to the Black isn’t con- stant, the obscure must roll on Table XVII: Gathering Energy Through Defiling Magic (in both the new DARK SUN rules book and the Defilers and Preservers accessory) to determine how many spells they can memorize each day. Instead of determining the terrain benefit for energy gathering, the table is used to represent how strong the wizard’s connection to the Black is at the time of energy gathering. Roll to see which terrain line to use:
Roll 1d10            Result
1 barren 
2-4 infertile
5-7 fertile
8-9 abundant
10 lush
Note that a wizard can improve his connection by basking in a shadow at the time of energy gathering. This gives him a +1 to the roll.
Weapon Proficiencies: The obscure follow the regular restrictions applicable to all wizards.
Nonweapon Proficiencies:
* Bonus: Planes lore.
* Required: Path lore.
* Recommended: Astrology, bribery etiquette, direction sense, fire-building, meditation, mental armor, reading/writing, spellcraft.
Special Benefits: At 3rd level, a portion of the obscure’s body becomes living shadow. This portion is equal to 20% of the wizard’s body. Each level thereafter, another 5% portion turns to living shadow, spreading every level advancement until 50% of the wizard’s physical form has been replaced. This shadow has a permanent chill touch spell effect upon it which can be used once per level per day.
At 7th level, the obscure gains the shadow form ability. This works just like the psychometabolic science of the same name, but doesn’t require the expenditure of PSPs. This is a granted ability, not a psionic power. The wizard can assume shadow form and remain in it for a number of turns equal to his level per day.
At 9th level, the obscure’s body has become 50% living shadow. At this time, the wizard’s natural armor class drops to AC 5 because half of his form is immune
to damage from non-magical weapons. Enchanted weapons hit as though he were totally physical, with a base AC 10 (not counting any bonuses for Dexterity or magical items).
Special Hindrances: The shadow stain spreading over the obscure and the chill air that hangs around them give these wizards a reaction check penalty that increases as they advance in level: Levels 1st-3rd, -1 penalty; levels 4th-6th, -2; levels 7th-9th, -3; levels 10th and above, -4. In addition, the first time any character see the shadow stain, that character must make a saving throw vs. petrification or flee in terror possibly raising an alarm.
In total darkness or otherwise in the absence of shadow, an obscure is cut off from the Black. Granted powers are diminished, spells must now be cast through normal preserving or defiling methods, and the obscure must make a Constitution check with a -2 penalty to withstand the sudden absence of the chilling cold. A failed check indicates that the wizard immediately suffers 1d4 hp damage.
When the obscure accesses the Black for spell energy, he must make a Constitution check to withstand the physical and mental chill of the shadow dimension. The wizard isn’t actually entering the plane, just opening a conduit through the use of his magical training. If the wizard gathers spell energy as he casts spells, a failed check inflicts 1d2 hp damage upon him and the spell fails. If the wizard gathers energy during the memorization process, a failed check inflicts 1d6+1 hp damage. He can make a second attempt, but if that fails as well he suffers another 1d6+1 hp damage and no memorization occurs that day. The obscure can’t memorize new spells until 24 hours have passed.
Finally, because of their connection to some group (the player or DM picks either a Veiled Alliance cell, a tribe, a merchant house, or a sorcerer-king), the obscure can be ordered to take an espionage mission of some sort once every two months of campaign time.
Wealth Options: The obscure begin play with (1d4+1) x 30 cp.
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