Ghost6442
2011-03-11, 05:09 PM
Shadeknife
Who is this fool, who stands before you unarmed? You draw your weapon and he yawns. You advance menacingly, and he only smiles at you -a big maniacal grin. Is he mad? Maybe, or maybe he knows something you don’t know. Like where those blades came from and how he just deflected your attack and is now lunging at your heart. The Shadeknife a master of stealth and stabby death, easily underestimated they go unseen or ignored because of their lack of weapons. They are able to manifest blades made of shadows, and strike quick deadly blows with them.
Adventures: While caution and forethought go into a Shadeknife’s preparation for adventure, most have a hard time restraining their natural bravado and showmanship. After all, how many adventurers can dispatch opponents with blades materialised from pure shadow? Thus, for many Shadeknives adventuring presents an opportunity to do what they love most: Stab things with their shadowy blades.
Alignment: Shadeknives tend to be chaotic, their insane fighting style, and calm demeanour tend to conflict. Outside of combat, a Shadeknife tends to be cool, calm and collected. However in battle he can be insane, manic and deadly. Though it’s not certain all Shadeknives are like that, being this information is based on known Shadeknives, and the number of known Shadeknives can be counted on one hand.
Religion: Shadeknives who prefer to worship generally choose the Shadow Lord as their patron god.
Background: Many who have the ability and desire to mix the manifestation of shadow power with military might, become Shadeknives, however talent and skill is required to make that mix. Most Shadeknives begin, being trained by an older, more experienced Shadeknives.
Races: Most races can become Shadeknives, though some turn up their nose at the very thought of being one, such as High Elves, Dwarves, Gnomes and Aasimar. The races most likely to become are: Wild Elves, Changelings, and Tieflings. Though Gnolls and Orges make powerful Shadeknives though it is rare for them to get or want the preliminary training.
Other Classes: Shadeknives are most comfortable with those who have similarly aggressive bends, or stealthy prowess. They are less comfortable with spellcasters except Shadowmancers, who they share a mutual understanding of and they generally form strong friendships.
Game Rule information:
Shadeknives have the following game statistics.
Abilities: Strength is an ideal ability for a Shadeknife, augmenting his Mêlée prowess. However Dexterity provides better defence and bonuses on ranged attacks, and is useful in the arts of stealth, at which many Shadeknives excel, and with feats such as weapon finesse (PHB 102) and Shadow Blade (ToB 32) you can use Dex for rolls and damage eliminating the need to have a high strength. After Strength or Dexterity, Intelligence is by far her most useful Ability as it controls the number of manoeuvres and stances she has as well as the DC of any of their fundamental shadow magic as well as granting additional skill points. Constitution is good, when is more health bad?
Alignment: Any
Hit die: d8
Class Skills:
The Shadeknife’s class skills (and the ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex) Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str) and Tumble (Dex)
Skill points at 1st Level: (6 + Int modifier) x4
Skill points at Each Additional Level: 6 + Int modifier
Level
BAB
Fort save
Ref save
Will Save
Blade damage
Special
Readied/Known Manoeuvres
Known Stances
1
+0
+0
+2
+2
1d6
Fundamentals of Shadow, Manifest Shadow Blade, Shadow hand discipline
1
1
2
+1
+0
+3
+3
1d6
Throw Blade, Weapon focus (Shadow blade)
1
1
3
+2
+1
+3
+3
1d6
Two-Weapon Fighting
2
1
4
+3
+1
+4
+4
1d8
Bonus Fundamental, Evasion
2
1
5
+3
+1
+4
+4
1d8
Deflect Mêlée (1/encounter), Quicken Manifest
3
2
6
+4
+2
+5
+5
1d8
Extra use of Fundamental, Shadow striking
3
2
7
+5
+2
+5
+5
1d8
Bonus Feat, Wounding blades
4
2
8
+6/+1
+2
+6
+6
1d10
Bonus Fundamental, Two-Weapon defence (Shadow blades only)
4
2
9
+6/+1
+3
+6
+6
1d10
Deflect Mêlée(2/encounter), Hide in Plain Sight
5
3
10
+7/+2
+3
+7
+7
1d10
Body of Twilight, Free Manifest, Shadow Jump (30ft)
5
3
11
+8/+3
+3
+7
+7
1d10
Bonus Feat, Improved Evasion
6
3
12
+9/+4
+4
+8
+8
2d6
Bonus Fundamental, Extra use of Fundamental
6
3
13
+9/+4
+4
+8
+8
2d6
Deflect Mêlée (3/encounter), Improved Two-Weapon fighting
7
4
14
+10/+5
+4
+9
+9
2d6
Shadow Jump (60ft)
7
4
15
+11/+6/+1
+5
+9
+9
2d6
Bonus Feat
8
4
16
+12/+7/+2
+5
+10
+10
2d8
Bonus Fundamental
8
4
17
+12/+7/+2
+5
+10
+10
2d8
Deflect Mêlée (4/encounter)
9
5
18
+13/+8/+3
+6
+11
+11
2d8
Extra use of Fundamental, Shadow Pounce
9
5
19
+14/+9/+4
+6
+11
+11
2d8
Bonus Feat
10
5
20
+15/+10/+5
+6
+12
+12
2d10
Bonus Fundamental, Darkness Beyond Twilight, Fatal Blow
10
5
Class Features:
Weapon and Armour Proficiency: Shadeknives are proficient in all simple weapons and their own Shadow blades, and with light armour, but are not proficient in the use of shields.
Fundamentals of Shadow: A Shadeknife begins play being able to cast three fundamentals as a supernatural ability, usable three times a day each, they gain an additional fundamental at every forth level. At every sixth level you gain a extra use of each fundamental you know (to a max of 5/day at 18th level) The save DC of any fundamental is equal to 10 + your Int modifier
Manifest Shadow Blade: A Shadeknife has the ability to manifest a single solid blade made of shadows per set of arms, this “Shadow blade” is the size of a punching dagger and deals damage as detailed in the above table, it has a 18-20 crit range and deals double damage on a critical hit. It appears as a translucent black blade wreathed in shadowy flame and becomes more ornate looking, the stronger the Shadow blade gets. It is a move action to manifest and can be manifested on any free hand or foot, to move the blade from one appendage to another is a move action. Shadow blades are considered a shadow (magic) weapon for the purpose of overcoming damage reduction and are also piercing and slashing weapons. At 3rd level a Shadeknife can manifest an additional blade per set of arms. The shadow Blade counts as a Shadow Hand preferred weapon, and can be enchanted like any normal weapon, augment crystals can be attached to gloves or gantlets to receive there effects.
Shadow Hand Discipline A Shadeknife is trained in the discipline of the shadow hand and knows a total number of manoeuvres and stances as detailed In the table above. You can switch between Stances as a Swift action. You can expend a manoeuvre as a standard action. You can regain one expended manoeuvres as a full round action that does not provoke attacks of opportunity. Outside of battle you have to meditate and exercise for 5 minutes to regain all your manoeuvres.
Throw Blade: A Shadeknife can throw her blade up to 30 feet before it dissipates and is required to be re-manifested, a Shadeknife can throw as many blades as they have manifested, up to their total number of attacks for that round.
Weapon focus (Shadow blade): A Shadeknife gains a +1 bonus on all attack rolls she makes using her Shadow Blades.
Two-Weapon Fighting: The penalties on attack rolls for fighting with two weapons are reduced. The penalty for her primary hand lessens by 2 and the one for her off hand lessens by 6. Only applies to the Shadeknife’s Shadow Blades.
Evasion: A Shadeknife of 4th level and higher can avoid even magical and unusual attacks with great agility. If she makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can only be used in no or light armour. A helpless Shadeknife does not gain the benefit of evasion.
Deflect Mêlée: After any opponent rolls to hit the Shadeknife and succeeds, but before they roll damage, A Shadeknife can make an opposing attack roll. If the roll is equal or higher the attack is deflected and treated as a miss, if the roll is 5 higher the Shadeknife gets to make a attack of opportunity (using that roll to hit), if it is 10 or higher it is an attack of opportunity and the attacker is considered flat-footed. This can only be used once per encounter at 5th Level, Increasing to twice at 9th, three times at 13th and four times at 17th. The AoO and flat-footed AoO can only be made if a Shadeknife has both blades manifested.
Quicken Manifest: At 5th Level a Shadeknife has gotten good at manifesting her Blades. It is now only a Swift action to manifest or change which appendage there on.
Shadow striking: A ShadeKnife can reach through their own shadow making a single attack to catch a foe off guard. Usable a number of times equal to 1 + int modifier per encounter and can only be used with a Shadeknifes blades. It has a range of 30ft and the target is considered Flat-footed. A Shade knife can make a disarm, trip or sunder as part of this attack.
Bonus Feat: At 7th, 11th, 15th and 19th level A ShadeKnife gains a bonus feat from the below list (in the spoiler)
Combat Expertise: When using the attack action or the full attack action in melee, a Shadeknife can take a penalty of as much as –5 on her attack roll and add the same number (+5 or less) as a dodge bonus to her Armour Class. This number may not exceed her base attack bonus. The changes to attack rolls and Armour Class last until her next action.
Improved Combat Expertise: (requires: Combat Expertise) When using the attack action or the full attack action in melee, a Shadeknife can take a penalty on her attack roll and add the same number as a dodge bonus to her Armour Class. This number may not exceed her base attack bonus. The changes to attack rolls and Armour Class last until her next action. This replaces Combat Expertise.
Deflect arrows: A ShadeKnife must have at least one hand with a Shadow blade manifested to use this ability. Once per round when she would normally be hit with a ranged weapon, she may deflect it so that she takes no damage from it. She must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons, such as boulders hurled by giants, and ranged attacks generated by spell effects, such as Melf’s acid arrow, can be deflected or in the case of the boulder cut in half.
Dodge: A Shadeknife can designate an opponent once per round and receive a +1 dodge bonus to Armour Class against attacks from that opponent.
Mobility: (requires: Dodge) A ShadeKnife gets a +4 dodge bonus to Armour Class against attacks of opportunity caused when you move out of or within a threatened area.
Spring attack: (requires: Dodge and Mobility) When using the attack action with a melee weapon, a Shadeknife can move both before and after the attack, provided that her total distance moved is not greater than her speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. A Shadeknife must move at least 5 feet both before and after she makes her attack in order to utilise the benefits of Spring Attack
Greater Weapon focus (Shadow blade): A Shadeknife gains an additional +1 bonus on all attack rolls she makes using her Shadow Blades selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.
Improved Critical (Shadow blade): (requires Greater Weapon focus (shadow blade)) The threat range of a Shadeknifes Blades increases to 16-20 and does x3 critical damage
Improved Two-Weapon defence: (requires: Two-Weapon defence) When wielding a Shadow blade in each hand a Shadeknife gains a +3 shield bonus to her AC per set of arms. When she is fighting defensively or using the total defence action, this shield bonus increases to +6. This replaces Two-Weapon defence
Wounding blades: At 7th level any living foe that a Shadeknife successfully hits with an AoO or is flat-footed takes an ongoing 1 point of damage, multiple hits stack. The ongoing damage stops after a DC 15 heal check or the application of a cure or any other healing spell.
Two-Weapon defence: When wielding a Shadow blade in each hand a Shadeknife gains a +1 shield bonus to her AC per set of arms. When she is fighting defensively or using the total defence action, this shield bonus increases to +2.
Hide in Plain Sight: A Shadeknife can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a Shadeknife can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Body of Twilight: At 10th level A Shadeknife begins to become one with the darkness and gains the following abilities
-extraplanar(local) subtype
-Lowlight vision 120ft, if the Shadeknife already has lowlight vision it becomes 120ft or doubles whichever is higher
-Darkvision 60ft, if the Shadeknife already has Darkvision then add 60ft to its current range
-Sustaining Shadow (sleep 1 hour/day)
Free Manifest At 10th Level a Shadeknife has become perfect at manifesting her Blades. It is now a Free action to manifest or change which appendage there on.
Shadow jump: A Shadow knife can “dissipate” into any shadows that grant her concealment and fade back in another shadow 30ft away, this shadow must still grant concealment, as a move action and shares the uses of Shadow striking. At 14th level the distance increases to 60ft. Using Shadow jump does not cause AoO’s. Shares uses with shadow striking.
Improved Evasion: At 11th level, a Shadeknife’s Evasion improves. She still takes no damage on a successful reflex saving throw but henceforth she takes only half damage on a failed save. A helpless Shadeknife does not gain the benefit of improved evasion.
Improved Two-Weapon fighting: In addition to the standard single extra attack she gets with an off-hand weapon, a Shadeknife gets a second attack with it, albeit at a –5 penalty
Shadow Pounce At 18th level a Shadeknife can shadow jump and full attack the nearest foe within their move speed of where they reappear as a full round action, the ShadeKnife finishes next to said foe and the foe is considered flat-footed for the attack. Can be used 1/encounter.
Darkness beyond Twilight A ShadeKnife joins with the shadows and they become one and the same, gaining the following abilities
-extraplanar(Shadow) subtype
-Total concealment in shadows or darkness
-Cause fear as per the spell, except there is no HD restriction and the DC is half character level + Int modifier
-Damage reduction 5/magic
-Fast healing 2
-Sustaining Shadow (eat 1 meal/week)
-Shadow walk as per the spell (1/day)
Fatal Blow: A Shadeknife gains the ability to slay their foes with a single strike. Once per day, the Shadeknife can declare their next attack to be a Fatal Blow. Should they miss, the Fatal Blow is wasted. On a successful hit where their opponent takes damage, they must make a Fort Save equal to 10+1/2 class level + Int mod, or die.
This was written some while ago for a Campaign I made, as such there are slight references to it (e.g. under religion, the Shadow Lord, also in races, the races names are likely different from the standard WotC ones (I made lots of little tweaks))
Anyway I would like some people’s opinions on this, it is effectively the invisible blade (CW pg 44) and Soul knife (EPH pg 26) combined with a shadow flavouring to create a base class of stabby death and stealth
Who is this fool, who stands before you unarmed? You draw your weapon and he yawns. You advance menacingly, and he only smiles at you -a big maniacal grin. Is he mad? Maybe, or maybe he knows something you don’t know. Like where those blades came from and how he just deflected your attack and is now lunging at your heart. The Shadeknife a master of stealth and stabby death, easily underestimated they go unseen or ignored because of their lack of weapons. They are able to manifest blades made of shadows, and strike quick deadly blows with them.
Adventures: While caution and forethought go into a Shadeknife’s preparation for adventure, most have a hard time restraining their natural bravado and showmanship. After all, how many adventurers can dispatch opponents with blades materialised from pure shadow? Thus, for many Shadeknives adventuring presents an opportunity to do what they love most: Stab things with their shadowy blades.
Alignment: Shadeknives tend to be chaotic, their insane fighting style, and calm demeanour tend to conflict. Outside of combat, a Shadeknife tends to be cool, calm and collected. However in battle he can be insane, manic and deadly. Though it’s not certain all Shadeknives are like that, being this information is based on known Shadeknives, and the number of known Shadeknives can be counted on one hand.
Religion: Shadeknives who prefer to worship generally choose the Shadow Lord as their patron god.
Background: Many who have the ability and desire to mix the manifestation of shadow power with military might, become Shadeknives, however talent and skill is required to make that mix. Most Shadeknives begin, being trained by an older, more experienced Shadeknives.
Races: Most races can become Shadeknives, though some turn up their nose at the very thought of being one, such as High Elves, Dwarves, Gnomes and Aasimar. The races most likely to become are: Wild Elves, Changelings, and Tieflings. Though Gnolls and Orges make powerful Shadeknives though it is rare for them to get or want the preliminary training.
Other Classes: Shadeknives are most comfortable with those who have similarly aggressive bends, or stealthy prowess. They are less comfortable with spellcasters except Shadowmancers, who they share a mutual understanding of and they generally form strong friendships.
Game Rule information:
Shadeknives have the following game statistics.
Abilities: Strength is an ideal ability for a Shadeknife, augmenting his Mêlée prowess. However Dexterity provides better defence and bonuses on ranged attacks, and is useful in the arts of stealth, at which many Shadeknives excel, and with feats such as weapon finesse (PHB 102) and Shadow Blade (ToB 32) you can use Dex for rolls and damage eliminating the need to have a high strength. After Strength or Dexterity, Intelligence is by far her most useful Ability as it controls the number of manoeuvres and stances she has as well as the DC of any of their fundamental shadow magic as well as granting additional skill points. Constitution is good, when is more health bad?
Alignment: Any
Hit die: d8
Class Skills:
The Shadeknife’s class skills (and the ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex) Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str) and Tumble (Dex)
Skill points at 1st Level: (6 + Int modifier) x4
Skill points at Each Additional Level: 6 + Int modifier
Level
BAB
Fort save
Ref save
Will Save
Blade damage
Special
Readied/Known Manoeuvres
Known Stances
1
+0
+0
+2
+2
1d6
Fundamentals of Shadow, Manifest Shadow Blade, Shadow hand discipline
1
1
2
+1
+0
+3
+3
1d6
Throw Blade, Weapon focus (Shadow blade)
1
1
3
+2
+1
+3
+3
1d6
Two-Weapon Fighting
2
1
4
+3
+1
+4
+4
1d8
Bonus Fundamental, Evasion
2
1
5
+3
+1
+4
+4
1d8
Deflect Mêlée (1/encounter), Quicken Manifest
3
2
6
+4
+2
+5
+5
1d8
Extra use of Fundamental, Shadow striking
3
2
7
+5
+2
+5
+5
1d8
Bonus Feat, Wounding blades
4
2
8
+6/+1
+2
+6
+6
1d10
Bonus Fundamental, Two-Weapon defence (Shadow blades only)
4
2
9
+6/+1
+3
+6
+6
1d10
Deflect Mêlée(2/encounter), Hide in Plain Sight
5
3
10
+7/+2
+3
+7
+7
1d10
Body of Twilight, Free Manifest, Shadow Jump (30ft)
5
3
11
+8/+3
+3
+7
+7
1d10
Bonus Feat, Improved Evasion
6
3
12
+9/+4
+4
+8
+8
2d6
Bonus Fundamental, Extra use of Fundamental
6
3
13
+9/+4
+4
+8
+8
2d6
Deflect Mêlée (3/encounter), Improved Two-Weapon fighting
7
4
14
+10/+5
+4
+9
+9
2d6
Shadow Jump (60ft)
7
4
15
+11/+6/+1
+5
+9
+9
2d6
Bonus Feat
8
4
16
+12/+7/+2
+5
+10
+10
2d8
Bonus Fundamental
8
4
17
+12/+7/+2
+5
+10
+10
2d8
Deflect Mêlée (4/encounter)
9
5
18
+13/+8/+3
+6
+11
+11
2d8
Extra use of Fundamental, Shadow Pounce
9
5
19
+14/+9/+4
+6
+11
+11
2d8
Bonus Feat
10
5
20
+15/+10/+5
+6
+12
+12
2d10
Bonus Fundamental, Darkness Beyond Twilight, Fatal Blow
10
5
Class Features:
Weapon and Armour Proficiency: Shadeknives are proficient in all simple weapons and their own Shadow blades, and with light armour, but are not proficient in the use of shields.
Fundamentals of Shadow: A Shadeknife begins play being able to cast three fundamentals as a supernatural ability, usable three times a day each, they gain an additional fundamental at every forth level. At every sixth level you gain a extra use of each fundamental you know (to a max of 5/day at 18th level) The save DC of any fundamental is equal to 10 + your Int modifier
Manifest Shadow Blade: A Shadeknife has the ability to manifest a single solid blade made of shadows per set of arms, this “Shadow blade” is the size of a punching dagger and deals damage as detailed in the above table, it has a 18-20 crit range and deals double damage on a critical hit. It appears as a translucent black blade wreathed in shadowy flame and becomes more ornate looking, the stronger the Shadow blade gets. It is a move action to manifest and can be manifested on any free hand or foot, to move the blade from one appendage to another is a move action. Shadow blades are considered a shadow (magic) weapon for the purpose of overcoming damage reduction and are also piercing and slashing weapons. At 3rd level a Shadeknife can manifest an additional blade per set of arms. The shadow Blade counts as a Shadow Hand preferred weapon, and can be enchanted like any normal weapon, augment crystals can be attached to gloves or gantlets to receive there effects.
Shadow Hand Discipline A Shadeknife is trained in the discipline of the shadow hand and knows a total number of manoeuvres and stances as detailed In the table above. You can switch between Stances as a Swift action. You can expend a manoeuvre as a standard action. You can regain one expended manoeuvres as a full round action that does not provoke attacks of opportunity. Outside of battle you have to meditate and exercise for 5 minutes to regain all your manoeuvres.
Throw Blade: A Shadeknife can throw her blade up to 30 feet before it dissipates and is required to be re-manifested, a Shadeknife can throw as many blades as they have manifested, up to their total number of attacks for that round.
Weapon focus (Shadow blade): A Shadeknife gains a +1 bonus on all attack rolls she makes using her Shadow Blades.
Two-Weapon Fighting: The penalties on attack rolls for fighting with two weapons are reduced. The penalty for her primary hand lessens by 2 and the one for her off hand lessens by 6. Only applies to the Shadeknife’s Shadow Blades.
Evasion: A Shadeknife of 4th level and higher can avoid even magical and unusual attacks with great agility. If she makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can only be used in no or light armour. A helpless Shadeknife does not gain the benefit of evasion.
Deflect Mêlée: After any opponent rolls to hit the Shadeknife and succeeds, but before they roll damage, A Shadeknife can make an opposing attack roll. If the roll is equal or higher the attack is deflected and treated as a miss, if the roll is 5 higher the Shadeknife gets to make a attack of opportunity (using that roll to hit), if it is 10 or higher it is an attack of opportunity and the attacker is considered flat-footed. This can only be used once per encounter at 5th Level, Increasing to twice at 9th, three times at 13th and four times at 17th. The AoO and flat-footed AoO can only be made if a Shadeknife has both blades manifested.
Quicken Manifest: At 5th Level a Shadeknife has gotten good at manifesting her Blades. It is now only a Swift action to manifest or change which appendage there on.
Shadow striking: A ShadeKnife can reach through their own shadow making a single attack to catch a foe off guard. Usable a number of times equal to 1 + int modifier per encounter and can only be used with a Shadeknifes blades. It has a range of 30ft and the target is considered Flat-footed. A Shade knife can make a disarm, trip or sunder as part of this attack.
Bonus Feat: At 7th, 11th, 15th and 19th level A ShadeKnife gains a bonus feat from the below list (in the spoiler)
Combat Expertise: When using the attack action or the full attack action in melee, a Shadeknife can take a penalty of as much as –5 on her attack roll and add the same number (+5 or less) as a dodge bonus to her Armour Class. This number may not exceed her base attack bonus. The changes to attack rolls and Armour Class last until her next action.
Improved Combat Expertise: (requires: Combat Expertise) When using the attack action or the full attack action in melee, a Shadeknife can take a penalty on her attack roll and add the same number as a dodge bonus to her Armour Class. This number may not exceed her base attack bonus. The changes to attack rolls and Armour Class last until her next action. This replaces Combat Expertise.
Deflect arrows: A ShadeKnife must have at least one hand with a Shadow blade manifested to use this ability. Once per round when she would normally be hit with a ranged weapon, she may deflect it so that she takes no damage from it. She must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons, such as boulders hurled by giants, and ranged attacks generated by spell effects, such as Melf’s acid arrow, can be deflected or in the case of the boulder cut in half.
Dodge: A Shadeknife can designate an opponent once per round and receive a +1 dodge bonus to Armour Class against attacks from that opponent.
Mobility: (requires: Dodge) A ShadeKnife gets a +4 dodge bonus to Armour Class against attacks of opportunity caused when you move out of or within a threatened area.
Spring attack: (requires: Dodge and Mobility) When using the attack action with a melee weapon, a Shadeknife can move both before and after the attack, provided that her total distance moved is not greater than her speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. A Shadeknife must move at least 5 feet both before and after she makes her attack in order to utilise the benefits of Spring Attack
Greater Weapon focus (Shadow blade): A Shadeknife gains an additional +1 bonus on all attack rolls she makes using her Shadow Blades selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.
Improved Critical (Shadow blade): (requires Greater Weapon focus (shadow blade)) The threat range of a Shadeknifes Blades increases to 16-20 and does x3 critical damage
Improved Two-Weapon defence: (requires: Two-Weapon defence) When wielding a Shadow blade in each hand a Shadeknife gains a +3 shield bonus to her AC per set of arms. When she is fighting defensively or using the total defence action, this shield bonus increases to +6. This replaces Two-Weapon defence
Wounding blades: At 7th level any living foe that a Shadeknife successfully hits with an AoO or is flat-footed takes an ongoing 1 point of damage, multiple hits stack. The ongoing damage stops after a DC 15 heal check or the application of a cure or any other healing spell.
Two-Weapon defence: When wielding a Shadow blade in each hand a Shadeknife gains a +1 shield bonus to her AC per set of arms. When she is fighting defensively or using the total defence action, this shield bonus increases to +2.
Hide in Plain Sight: A Shadeknife can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a Shadeknife can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Body of Twilight: At 10th level A Shadeknife begins to become one with the darkness and gains the following abilities
-extraplanar(local) subtype
-Lowlight vision 120ft, if the Shadeknife already has lowlight vision it becomes 120ft or doubles whichever is higher
-Darkvision 60ft, if the Shadeknife already has Darkvision then add 60ft to its current range
-Sustaining Shadow (sleep 1 hour/day)
Free Manifest At 10th Level a Shadeknife has become perfect at manifesting her Blades. It is now a Free action to manifest or change which appendage there on.
Shadow jump: A Shadow knife can “dissipate” into any shadows that grant her concealment and fade back in another shadow 30ft away, this shadow must still grant concealment, as a move action and shares the uses of Shadow striking. At 14th level the distance increases to 60ft. Using Shadow jump does not cause AoO’s. Shares uses with shadow striking.
Improved Evasion: At 11th level, a Shadeknife’s Evasion improves. She still takes no damage on a successful reflex saving throw but henceforth she takes only half damage on a failed save. A helpless Shadeknife does not gain the benefit of improved evasion.
Improved Two-Weapon fighting: In addition to the standard single extra attack she gets with an off-hand weapon, a Shadeknife gets a second attack with it, albeit at a –5 penalty
Shadow Pounce At 18th level a Shadeknife can shadow jump and full attack the nearest foe within their move speed of where they reappear as a full round action, the ShadeKnife finishes next to said foe and the foe is considered flat-footed for the attack. Can be used 1/encounter.
Darkness beyond Twilight A ShadeKnife joins with the shadows and they become one and the same, gaining the following abilities
-extraplanar(Shadow) subtype
-Total concealment in shadows or darkness
-Cause fear as per the spell, except there is no HD restriction and the DC is half character level + Int modifier
-Damage reduction 5/magic
-Fast healing 2
-Sustaining Shadow (eat 1 meal/week)
-Shadow walk as per the spell (1/day)
Fatal Blow: A Shadeknife gains the ability to slay their foes with a single strike. Once per day, the Shadeknife can declare their next attack to be a Fatal Blow. Should they miss, the Fatal Blow is wasted. On a successful hit where their opponent takes damage, they must make a Fort Save equal to 10+1/2 class level + Int mod, or die.
This was written some while ago for a Campaign I made, as such there are slight references to it (e.g. under religion, the Shadow Lord, also in races, the races names are likely different from the standard WotC ones (I made lots of little tweaks))
Anyway I would like some people’s opinions on this, it is effectively the invisible blade (CW pg 44) and Soul knife (EPH pg 26) combined with a shadow flavouring to create a base class of stabby death and stealth