Shadow Pact

**Shadow Pact:**

**Alignment:** Any Evil

**Bonus Language:** Umbral

**Bonus Skill:** Escape Artist

**Pact Sacrifice:** Light blindness: you are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. You are also dazzled as long as you remain in areas of bright light.

**Pact Boons:** At 2nd level a warlock who has formed a Shadow Pact pact gains a +2 bonus on saves against spells or spell-like abilities with the darkness or shadow descriptors. When in a area of dim light, the warlock gains damage reduction 1/-, in areas of total darkness this DR doubles. Lastly, you can see in any darkness, even magical darkness, up to any distance.

   At 6th level the warlock’s bonus to saves increases to +4 and his DR increases to 2/-. When in areas of dim light or darkness, he gains the evasion and uncanny dodge class features.

   At 10th level the warlock’s bonus to saves increases to +6 and his DR increases to 3/-. When in areas of dim light or darkness, he gains the improved uncanny dodge class feature.

At 14th level the warlock’s bonus to saves increases to +8 and his DR increases to 4/-. When in areas of dim light or darkness, he gains the improved evasion dodge class feature.

   At 18th level the warlock’s DR increases to 5/-, and he becomes immune to spells and spell-like abilities with the shadow or darkness descriptor.

**Pact Apotheosis:** The warlocks path in service of the lords of the shadow plane reaches its zenith and he becomes a shadow lord (Bestiary 4), immediately applying the template to his character. Once per day, you may cast curse of night (horror adventures), polar midnight (ultimate magic), and shades.

Least: 2nd

The shadow’s embrace you as one of its own. You can use the Stealth skill even while being observed. As long as you are within 10 feet of an area of dim light, you can hide yourself from view in the open without anything to actually hide behind. you cannot, however, hide in your own shadow.

At 7th level, when in areas of dim light or darkness, you gain 20% concealment. This concealment is not negated through low-light or darkvision, but a see invisibility, true seeing or similar effect does negate it. At 14th level, this increases to 50% (this is not total concealment).

**Tenebrous Twin:**

Lesser: 2nd, 3rd or 4th

You gain the summon shadow class feature from the shadowdancer prestige class. You may temporarily dismiss your shadow to use displacement or mirror image on yourself. While these spells are active you cannot resummon your shadow, and once one is used, you must wait a full minute to use it again. Both spells have the [darkness] descriptor.

**Umbral Prophet:**

Greater: 4th, 5th, 7th or 8th.

The endless gloom of the shadow plane has always imprinted the prime material and other planes, forming a photonic negative in its very fabric. You can use shadow conjuration and shadow evocation as the spells a number of times per day equal to 3 + your Charisma modifier. At 14th level, shadow conjuration becomes greater shadow conjuration and at 16th level shadow evocation becomes greater shadow evocation.

   A creature created with shadow conjuration or greater shadow conjuration that would normally have a celestial or fiendish template (such as a bear) instead gains the shadow creature template.

**Path of Shadow**

Dark; 4th, 6th, 7th or 8th; [shadow]

This invocation allows you to use shadow step, plane shift (planes connected to the plane of shadow only) and shadow walk at will. Each hour that you spend shadow walking with this ability, you regain hit points as if you had rested for a full day.

   When in areas of dim light or darkness, you gain a constant freedom of movement effect and everything you observe that is in dim light or darkness is subject to a true seeing effect.

   Once a day, you may cast discern location, as long as whatever you are searching for is within an area of dim light or darkness on a plane connected to the shadow plane.