Prestige Classes


“Perhaps you see it as a curse that I must deny myself the light of the Shining One so that his enemies might be exposed and destroyed. But it is my honor and duty to make such a sacrifice, and in truth, I see the gifts of the Shining One as proof that I am still within his sight, despite the shadows that cling to me.”

—Saera, Shadow Knight of Pelor

Shadowspies are the covert arm of Pelor’s Shadow Guard. Members of this subsect work individually or in small groups to locate hidden sources of evil. Although they often lead double lives, masquerading as normal folk who are simply trying to get by, shadowspies never forget their duty to their deity, to their church, and to the multitude of innocents who unknowingly depend on them.


Only priests and paladins of Pelor with the proper skills and demeanor are permitted to join the shadowspies. The vast majority of shadowspies are drawn from the shadowstrikers, though it is not unheard of for ordinary priests of Pelor to be inducted as shadowspies. Clerics or paladins with levels in bard, monk, ranger, or rogue are ideal candidates because they have the stealthy skills to use the shadows as a tool against the forces of darkness.


Unlike shadowstrikers, you are understated and subdued, and you often work alone. Though you felt a bit lonely on your missions at first, you came to realize that Pelor watches over you constantly, whether or not the shadows mask you from mortal sight.

To succeed as a shadowspy, you must be entirely self-reliant. Unlike the shadowstrikers, you have no cell to fall back on for support, and you can’t call upon the church for aid unless the circumstances are particularly dire. The self-reliance you have gained out of necessity might make you seem smug to others, but you prefer quiet confidence to vociferous bombast.


Fighting toe-to-toe is for shadowstrikers. You rarely enter combat unless it is on your own terms. Like so many of your enemies, you depend on the shadows to hide your movements and provide you with ample opportunities for ambush and evasion. Your assigned tasks rarely involve direct confrontation, though you are more than capable of defending yourself as long as the conflict is not protracted. You prefer, however, to strike quickly and from hiding, then slip away before your enemies can retaliate. Given the opportunity, you like to prepare an exit corridor by seeding it with snares, traps, and bolt holes from which you can launch ambushes. Doing so allows you to send groups of enemies scrambling in the wrong direction while you double back to make your escape.

Hit Die: d6.


To qualify to become a shadowspy, a character must fulfill all of the following criteria.

Alignment: Any good.

Skills: Gather Information 6 ranks, Hide 6 ranks, Move Silently 6 ranks.

Feat: Good Devotion, Healing Devotion, Strength Devotion, or Sun Devotion.

Spellcasting: Able to cast 1st-level divine spells.

Special: Must be a cleric or paladin of Pelor.

Class Skills

The shadowspy's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis), Tumble (Dex).

Skill Points at Each Level: 6 + Int modifier.

Table: The Shadowspy

Level Base
Special Spells per day
1st +0 +0 +2 +2 Aura of anonymity, radiance of Pelor
2nd +1 +0 +3 +3 Bonus feat, immunity to blindness +1 level of existing spellcasting class
3rd +2 +1 +3 +3 Veil of Pelor
4th +3 +1 +4 +4 Personal eclipse +1 level of existing spellcasting class
5th +3 +1 +4 +4 Bonus feat
6th +4 +2 +5 +5 Truth of the light +1 level of existing spellcasting class
7th +5 +2 +5 +5 Blinding light
8th +6 +2 +6 +6 Bonus feat, sun’s revelation +1 level of existing spellcasting class
9th +6 +3 +6 +6 Hide in plain sight
10th +7 +3 +7 +7 Vision of Pelor +1 level of existing spellcasting class
Class Features

All of the following are class features of the shadowspy prestige class.

The abilities you gain as a shadowspy of Pelor allow you to seek out sources of wickedness that are all too often hidden from view. You gain the ability to blend into the throngs around you, create shadows to mask your presence by manipulating light, make your thoughts impossible to read, and force even the most corrupt persons to speak the truth in your presence.

Spellcasting: At each even-numbered level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a shadowspy, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Aura of Anonymity (Su): You leave few impressions upon those you meet, and even fewer upon those unexceptional souls you pass in the street. When you are walking in a crowd of ten or more individuals, you gain a divine bonus equal to your shadowspy level on Disguise and Hide checks.

Radiance of Pelor (Su): Pelor has granted you the power to enhance sources of light so that they shine as brightly as the sun. As a swift action, you can augment any or all light sources within 60 feet (including torches, lamps, lanterns, and campfires, as well as objects that are the target of a light spell and magic weapons that glow). The range of any light source so affected doubles, and the effect lasts a number of hours equal to your shadowspy level, or until the light source is extinguished, whichever occurs first. This ability can be used a number of times per day equal to your Wisdom modifier (minimum once).

Bonus Feat: At 2nd level and every 3rd level thereafter, you can select a bonus feat for which you meet the prerequisites from the following list: Acrobatic, Alertness, Athletic, Combat Casting, Deceitful, Extra Turning, Improved Turning, Investigator, Good Devotion (see page 58), Persuasive, Stealthy.

Immunity to Blindness (Su): Beginning at 2nd level, you cannot be blinded by magical effects, spells, or bright light. Physical barriers to sight, such as blindfolds and solid objects, still prevent you from seeing. Additionally, any wounds that cause the destruction of your eyes still blind you.

Veil of Pelor (Sp): When you attain 3rd level, your motives and morality become almost impossible to determine. As an immediate action, you can use undetectable alignment, as the spell (caster level equals your character level). This ability is usable at will.

Personal Eclipse (Su): Beginning at 4th level, you can manipulate the direction and intensity of light. By redirecting and dimming ambient illumination, you can cast shadows around your body to better conceal your presence. Doing so grants you a circumstance bonus equal to one-half your shadowspy level on Hide checks. This ability can be used at will but is effective only in areas where light is present.

Truth of the Light (Sp): When you attain 6th level, creatures in your company find it difficult to tell deliberate untruths. At will, you can use zone of truth, as the spell (caster level equals your character level). You can use this ability a number of times per day equal to your shadowspy level.

Blinding Light (Su): At 7th level, you learn to blind nearby foes with a brief but intense flash of light. Twice per day, you can project a beam of light from your palm in a cone-shaped burst with a range of 15 feet. Any creature in the area that fails a Reflex save (DC 10 + shadowspy level + Wis modifier) is blinded for 1d6 rounds. Sightless creatures are not affected by this ability.

Sun’s Revelation (Su): At 8th level, you become adept at detecting untruths spoken in your presence. At will, you can use discern lies, as the spell (caster level equals your character level).

Hide in Plain Sight (Su): Beginning at 9th level, you can use the Hide skill even while being observed, as long as you are in a sunlit location. See the ranger class feature (PH 48).

Vision of Pelor (Su): At 10th level, you can see through even the most potent illusions. Three times per day, you can use true seeing at will, as the spell (caster level equals your character level)