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View Full Version : A new feat and change to Shadow Dancer.



Miatog
2006-10-03, 06:14 PM
First the change to Shadowdancer, I would like to say that this was my DM's idea, not mine, but he won't post it...

BAB: As rogue
Fort, Will: poor
Ref: good

1st: Hide in plain sight, Summon Shadow (1)
2nd: Evasion, darkvision, uncanny dodge
3rd: Shadow illusion, Summon Shadow (2), Animate Shadow (1)
4th: Shadow jump 20 ft., Animate Shadow (2)
5th: Defensive roll, improved uncanny dodge, Summon Shadow (3), Animate Shadow (3)
6th: Shadow jump 40 ft., Animate Shadow (4)
7th: Slippery mind, Summon Shadow (4), Animate Shadow (5)
8th: Shadow jump 80 ft., Animate Shadow (6)
9th: Summon shadow (5), Animate Shadow (7)
10th: Shadow jump 160 ft., improved evasion, Better Animation

Weapon and Armor Proficiency: Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields.

Hide in Plain Sight (Su): A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Summon Shadow (Su): At 1st level, a shadowdancer gains the ability to bring shadows from the ethereal plane twice a day. They are just like the monster but with two diferencense. First, they will have the same alignment as the shadowdancer. Second, at the moment that this ability is gained, the shadowdancer may pick two feats to use in place of the ones that a shadow normally comes with. At 3rd, 5th, 7th, and 9th levels, the number of shadows that a shadowdancer can summon at a time raises to 2, 3, 4, and 5.

Evasion (Ex): At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.

Darkvision (Su): At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effect of a darkvision spell.

Uncanny Dodge (Ex): Starting at 2nd level, a shadowdancer retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, she can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.

Animate Shadow (Su): Starting at 3rd level, a shadowdancer can animate his own shadow. The animated shadow has all the same feats, armor, items, stats, and number of HD that the shadowdancer does. The items cannot be given to anyone else, and the weapons only affect the range of the shadow strength drain. In every other respect, the animated shadow is just like a normal shadow. Every time that the shadowdancer gets a new item, the shadow does as well. The feats and stats will not change unless another level is taken in shadowdancer.

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 shadow. A shadowdancer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Defensive Roll (Ex): Starting at 5th level, once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can’t attempt a defensive roll.

Improved Uncanny Dodge (Ex): At 5th level, a shadowdancer can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least four levels higher than the shadowdancer can flank her (and thus sneak attack her).

If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Slippery Mind (Ex): At 7th level, if a shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell’s effects occur normally.

Improved Evasion (Ex): This ability, gained at 10th level, works like evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw.

Better Animation (Su): The shadowdancers animated shadow will automatically update itself to all permanent stat and feat changes made to the shadowdancer.

The next part is my own making. Now as I understand it, a shadowdancer can’t jump into summoned shadows, so 2 feats to help with this…

Self Shadow Jump: Shadow Jump
This will allow you to jump summoned shadows that she has summoned.

Summon Jump: Shadow Jump, Self Shadow Jump
With this, you can jump into any shadows, regular shadows, shadows that the shadowdancer summoned, even shadows that other people have summoned.

comments, suggests, anything? I'm kinda new at this so I really need as much help as I can get at this thing.

pyrefiend
2006-10-04, 03:15 PM
That sounds great. Only things are that you might want to provide hide in plain sight at a later level than 1, and summon jump is unnecessary, you can just include the effects in your first feat, I think.

All in all I think this is really good. I'm new to this forum as well.