View Full Version : Shadow Walker (3.5 DnD) PEACH/suggestions and ideas

desero clades
2012-05-30, 09:08 PM
Everyone knows that the shadowcaster class is not that great... it has awesome flavor and such but not very well executed. I've been mulling over ideas in my head about this class and I finally decided to write stuff down. I'd like ideas on what to fill the dead levels with as well as ideas for more techniques.

Shadow Walker

1st|+0|+0|+2|+2|Shadow Techniques, Shadow Essence, Path Chosen

2nd|+1|+0|+3|+3|Shadow Strike +1d6



5th|+3|+1|+4|+4|Path chosen First increase

6th|+4|+2|+5|+5|Shadow Strike +2d6

7th|+5|+2|+5|+5|Shadow Essence Increase, double



10th|+7/+2|+3|+7|+7|Shadow Strike +3d6


12th|+9/+4|+4|+8|+8|Path Chosen Second Increase


14th|+10/+5|+4|+9|+9|Shadow Strike +4d6

15th|+11/+6/+1|+5|+9|+9|Shadow Essence Increase, triple



18th|+13/+8/+3|+6|+11|+11|Shadow Strike +5d6


20th|+15/+10/+5|+6|+12|+12|Path Mastery

Alignment: Any
Hit Die: 1d8

Class Skills:
Class Skills: As a rogue minus use magic device.
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Shadow Walkers are proficient with simple weapons and light and one handed martial weapons. They are also proficient with light armor but not with shields.

Shadow Essence
Shadow Walkers possesses a reservoir of shadowy essence which they use to manipulate and alter shadows (his own and that of others). A Shadow Walker has 2 shadow essence per class level + his charisma modifier. If a shadow walker expends all his reservoir of shadow essence he becomes fatigued for 1 minute. To recover spent or lost shadow essence, he must rest for 8 hours upon which all his shadow essence is restored or use the shadow strike ability.

Shadow Techniques
Shadow walkers can manipulate their own as well an enemy’s shadow stuff to create devastating effects. A shadow walker beings play knowing 2 Shadow Techniques. To be able to learn a technique the shadow walker must have enough shadow essence from his shadow walker levels alone, to be able to cast it. For example a 1st level shadow walker can only learn techniques that cost at the most 2 shadow essence no matter how much extra shadow essence his Cha modifier gives him. Techniques with a cost of “X” always count as if the minimum to cast it is 1 shadow essence and techniques with different costs always use the lower value when determining if a shadow walker can learn the technique. Shadow walkers learn an additional technique at 2nd level and every even level there after.

Shadow Strike
Learning the link between the shadow plane and the creatures that cast them is one of the first tricks a shadow walker learns. As a standard action the shadow walker studies one creature and finds their link to the shadow plane. During the shadow walker’s next turn he may attack the creature with another standard action. The attack can be a ranged or melee attack even if the shadow walker is not adjacent to the creature. He makes his attack through his own shadow and resolves the attack through his opponent’s shadow. The shadow walker must have a line of sight of the creature and must also be within 100ft of said creature during the rounds he studies and attacks the creature. He need not attack his very next turn but he must within 1 minute of studying the creature otherwise he’ll have to study the creature again. When resolving the attack, the shadow walker can make a sleight of hand check against the creature’s sense motive to deny them of their dexterity bonus to AC. After the attack is made the shadow walker can continue to attack the creature in subsequent rounds with more shadow strikes unless he attacks a different target, uses a technique, or studies a new target.
A shadow strike deals +1d6 damage (increases by +1d6 at 6th, 10th, 14th and 18th level) and half of the extra damage (only by the shadow strike) is shadow essence drained and restored to the shadow walker. For example Lock is a level 13th Shadow Walker with a +3 flame long sword on a successful shadow strike he’ll deal the 1d8 + str + 3 from the long sword +1d6 fire dmg from the enchantment and finally +4d6 from the shadow strike. Half of the damage done with the shadow strike is shadow essence drained from the creature and restored to the shadow walker (if the creature doesn’t have that much shadow essence left the shadow walker merely takes the remaining. See below about shadow essence.

Shadow Drain, Creatures and Shadow Walkers.
Even creatures that don’t know how to tap into the shadow plane have shadow essence, shadow walkers know this and use it to fuel their abilities. Any creature without shadow walker levels has shadow essence equal to their HD except creature native to the plane of shadow they have shadow essence equal to twice their HD Creatures with levels in shadow walker and HD from other levels (I.e. multi-classing or racial HD) have shadow essence to which ever is greater.
A creature with no shadow essence left isn’t necessarily severed from the shadow plane, merely damaged. Any stolen, drained or spent shadow essence returns after 8 hours of rest. Creatures with no shadow essence left are left fatigued for 1 minute.

A Shadow Walker being his career by choosing a path, which increases at given levels. Once a path is chosen he can never change it. The Paths are; Hunter, Assassin, Shadow Master, and Warrior. In addition to the abilities gained at the appropriate levels, certain techniques can only be used by one or more Paths. Techniques that don’t specify a Path can be used by any Shadow Walker.

Bonus Feats: Warrior Path
At 1st level and at every increase a shadow walker gains a bonus feat. He can select any from the fighter bonus feats. He also gains medium armor proficiency, proficiency with all shields (except tower) and proficiency with all martial weapons. (For qualifying for feats that have fighter levels as a prerequisite, The Shadow Walker‘s effective fighter is equal to ¾ (minimum 1) his shadow walker levels plus any actual fighter levels). At 20th level his BaB changes from medium to good as a fighter.

Sneak Attack: Assassin’s Path
A Shadow Walker has sneak attack (as a rogue) +1d6 at first level. It increases by +1d6 at the given increases. He gets a bonus to his Hide and Sleight of Hand skills equal to half the amount of shadow essence he currently has. At 20th level (along with the increase to sneak attack) whenever he uses his shadow strike ability and he also gets a sneak attack on his foe, he may add half the sneak attack damage to the shadow essence drained.

Shadow Companion: Hunter’s Path
The Shadow Walker begins play with a companion similar to that of a druids. The Shadow Companion represents the Shadow Walker’s self in the shadow plane. The companion is what guides him through the darkness, be it literal darkness or the darkness that lies in people. The companion’s form differs for every Shadow Walker, but they all follow the same stats. As he advances in level, the Shadow Walker’s companion gets stronger and gain different abilities. The Shadow Walker chooses which type of attack his companion uses at 1st level (bite-piercing, claw-slashing, or slam-bludgeoning) this can never change once the choice has been made. At every Path increase the Shadow companion gets a unique ability, see below. If a Shadow Companion is slain, the Shadow Walker can summon another one by spending 10 minutes meditating, if this is interrupted he must start over. A shadow walker can only have one companion at any given time.

Shadow Companion
Medium Magical Beast (extra planar)
Hit Dice 2d8 +4 (13 HP)
Initiative +2
Speed 40 ft
Armor Class 15 (+2 Dex, +3 natural) 12 touch, 13 flat footed
Base attack/grapple: +1/+2
Attack : Bite/Claw/Slam +3 (1d6 +1)
Full Attack Bite/Claw/Slam +3 (1d6 +1)
Space/reach 10 ft-long/5ft
Saves same as the shadow walker
Special qualities: low light vision, dark vision 60 ft
Skills same as the shadow walker
Feats weapon focus (bite/claw/slam)
CR 1

Class level bonus HD natural armor str/dex increase Special
1-2 +0 +0 +0 link techniques
3-5 +2 +2 +1 evasion
6-8 +4 +4 +2
9-11 +6 +6 +3 imp nat attaack
12-14 +8 +8 +4
15-17 +10 +10 +5 improved evasion
18-20 +12 +12 +6

At the first increase once a day the shadow companion can fly at speed of 50 feet with perfect maneuverability for 1 round per Shadow Walker level, though this can be spread out through the day and does not have to be use all at once.

At the second increase, for up 3 times a day as an immediate action the Shadow Walker may teleport to his companion or vice-versa as long as they are with in 100ft of each other and with in sight of one another.

When the Shadow Walker masters his Shadow Companion, he learns that he and his shadow companion are one in the same and though separate it was just an extension on himself that has been cut off from him. Once a day for 1 minute, he and his shadow companion become one being. The shadow companion disappears and increases the abilities of the Shadow Walker, while in form the Shadow walker is considered an elemental (extra planar), his strength, dexterity and constitution increase by +6. He gain an addition 5ft reach with all attacks, gains a fly speed of 50ft perfect, and his shadow techniques cost 2 less shadow essence. Also once while in this form, he may travel to the plane of shadow or back to the material plane as an immediate action, he can not bring any other creatures with him.

Bonus essence: Shadow Master Path
Shadow walkers of this path have 2 extra shadow essence at 1st level. At the first path increase he has 5 extra essence, instead of 2. At the second increase he has 8 extra essence, instead of 3.
Endless Darkness: At the Master stage, once a day for 3 rounds the Shadow Walker can use his techniques without the need to spend the use of his Shadow essence. If the Shadow Walker uses more essence than his total upon entering the Endless Darkness, when the Endless Darkness is over he is fatigued, if he used twice or more than that, he is exhausted.

Shadow essence Increase
At 7th level, a Shadow Walker adds double his charisma modifier to the total amount of shadow essence he has, at 15th level he adds triple charisma modifier instead.


Shadow Techniques
When a technique says it required a certain shadow, the Shadow Walker must be adjacent to the object or creature in order to use that shadow.

Shadowy Reach
Casting Time: Swift action
Cost:1/+2 shadow essence
Range: self
Duration: 1 round
Shadow needed: Own

Any light weapon or weapon with which you apply the Weapon Finesse feat to, effectively has 10’reach. You threaten areas as if you had a reach weapon and can also attack adjacent foes. When your next turn begins, you can spend 2 more shadow essence as a free action to extend the duration by another round, this can be repeated so long as the Shadow Walker has shadow essence to spend.

Path: Shadow Master
Casting Time: 1 Standard action
Cost: 3/+1 Shadow essence
Range: 5’
Duration: 3 rounds (+ 1round)
Shadow needed: own

A shadowy copy of the Shadow Walker is formed his own shadow is summoned to aid the Shadow Walker. During the duration of this technique, the Shadow Walker has no shadow (since the simulacrum is his shadow) and thus would prevent him from using techniques that require his shadow. The simulacrum can do simple tasks and can attack the Shadow Walker’s foes. At the end of the third round the simulacrum disappears and the Shadow Walker’s shadow returns, however if the he wishes, he can spend 1 additional shadow point to keep the simulacrum for 1 more round. This can be repeated as many times as the Shadow Walker wishes, so long as he has the shadow essence to use. The more powerful a Shadow Walker is a more powerful a simulacrum he will summon.

Elemental (extra planar)
Hit Dice 1d10+3 (8 HP)
Initiative +2
Speed: 30 ft (6 squares)
Armor Class: 16 (+2dex, +4armor)
Base Attack/Grapple: +2/+1
Attack: Shadow Dagger +3 (1d4 +3)
Full Attack: Shadow Dagger +3 (1d4 +3)
Space/Reach: 5 ft./ 5ft.
Special qualities: See below
Saves: As the Shadow Walker’s
Abilities: Str15, Dex 15, Con 16, Int 6, Wis 11, Cha 10

Shadow Dagger
A Shadow Dagger has special qualities depending on the Shadow Walker’s level. At 5th level the Shadow Dagger gains a +1 enhancement, +2 at 12th level, +3 at 19th level.

Special Qualities
At 5th level the simulacrum gain +1d6 sneak attack as a rogue. At level 12 it increases to +2d6 and +3d6 at 19th level.

Shadow Sight
Casting Time: 1 standard action
Cost: 1 or 5
Range: self
Duration: 1 minute per class level.
Shadow needed: none

The Shadow Walker’s closeness with the shadows let him easily pierce the dark. If 1 point is spent for this technique The Shadow Walker gains dark vision 60 ft. If 5 essence the Shadow Walker also can see through magical darkness as well.

Drain the Body
Casting Time: 1 standard action
Cost: 10
Range: touch
Duration: 1 round per class level
Shadow needed: a living Large (or larger) creature’s shadow

With a successful touch attack the Shadow Walker steals 1d6 con, str, or dex (The Shadow Walker chooses upon using this technique). The Shadow Walker gains the ability drained as an unnamed bonus to the corresponding ability. In addition, the target creature’s shadow decreases by one size (a large creature’s shadow is now medium sized, a huge creature’s shadow is now large, ect). At the end of the duration the Shadow Walker and the target creature’s abilities revert to as they were before this technique and the creature’s shadow return’s to its appropriate size.
In example, Lux uses Drain the Body on a Chimera, and steals 3 dexterity essence, the Chimera is treated as if it had 3 less dexterity and Lux is treated as if she had 3 more. Since the Chimera is a large creature, its shadow decreases to that of a medium creature’s (thus this technique could not be used again on the Chimera until the duration expired). If Lux used Drain the Body on a Dragon Turtle (a huge creature) its shadow would decrease to large, thus this technique could be used on it again however a different ability must be chosen. So Lux could steal 1d6 con from the first use of this technique and then choose to steal 1d6 dex or 1d6 str from the second use, but she could not use Drain the Body a third time because the Dragon Turtle’s shadow is currently medium sized.

Shade Walking
Casting Time: 1 standard action
Cost: 10 Shadow essence
Range: self
Duration: 1 round per level
Shadow needed: any of at least your size or larger

For the duration of the this technique the Shadow Walker and instead of moving he can jump or move through the shadows. As a move action he can move from one shadow to another up to his speed. Since this is a teleport ability he does not provoke attacks of opportunities. A Shadow Walker can also charge from the shadows. In other words he can move next to a creature or object as long as the size prerequisites are met. Any creature he attacks after moving in this manner is flat footed. You can not use this to 5 foot step.

Shielding Shadows
Casting time: 1 immediate action
Cost: X Shadow essence
Range self
Duration: instant
Shadow needed: own

With inhuman reflexes, a Shadow Walker brings up his own shadow to shield him self from the incoming attack. When using this technique you can select a number of Shadow essence to use. For each 1 essence you use, you avoid 1 damage. I.E. An Orc attacks Lux with a great axe and deals 15 damage, Lux decides to use this technique and spends 10 Shadow essence on it. So she successfully avoids 10 damage but still takes 5 damage. This can be used to avoid all damage.

Casting time: 1 swift action
Cost : X Shadow essence
Range: self
Duration X rounds.
Shadow needed: none (creation)

When this technique is used, the Shadow Walker chooses how much shadow essence to spend, the amount of rounds this technique lasts equals the number of essence spent. For the duration of this technique any for that attacks the Shadow Walker has a 20% miss chance. Cloak creates the shadow required for this technique.

Paths: Assassin
Casting Time: 1standard action
Cost: 10 Shadow essence
Range: self
Duration: see text
Shadow needed: none (creation)

Upon using this technique the Shadow Walker has a 20% miss chance against attacks on him, on the next round he instead has a 50% miss chance, the following round he instead has improved invisibility for 3 rounds after which Fade ends. Fade creates the shadow required for this technique.

Umbral Blade
Paths: Warrior, Hunter.
Casting time: 1 swift action
Cost:2 Shadow essence
Range: self
Duration: 1 round
Shadow needed: none (creation)

The Shadow Walker’s attacks deal an extra +1d6 cold damaged but only if the weapons are Light Weapons or can apply the weapon finesse feat. At 3rd level the damage increase is +1d8 cold damage and at 5th level the damage is increased to +2d6 cold damage.

Morphic Weapon
Paths: Warrior
Casting time: 1 standard action
Cost: 2 Shadow essence
Range: target weapon wielded
Duration 1 minute
Shadow needed: the target weapon’s

The Shadow Walker draws upon his weapon’s shadow and changes its qualities to his will. The target weapon transforms into any slashing or piercing melee martial weapon the Shadow Walker chooses, he is considered proficient with the weapon, the weapon is considered the same size equivalent as the weapon it was transformed from. In addition the weapon is considered a light weapon for the purpose of qualifying for other techniques.
In example Kain uses Morphic Weapon to turn a dagger he’s wielding into a great axe. The weapon is now considered a great axe and deals damage as a great axe of the appropriate size of the Shadow Walker, it is a two handed weapon. Despite it being a two handed weapon it is also considered a light weapon, Kain can still apply techniques like Shadowy Reach to it or use weapon finesse .
Morphed weapon’s retain their magical enhancements as well as special properties derived from being made of special materials.

Dual Shade
Paths: Shadow Master
Casting Time: 1 standard action
Cost: 5 shadow essence
Range: self
Duration: 1 minute per level
Shadows needed: none (creation)

During the duration of this technique Shadow Walker effectively has two shadows. Enabling him to use one for one technique and the second for another technique. Should the duration on this technique end, the technique using this second shadow also ends. The Shadow Walker must specify which shadow he is using when using a technique. In example, Kain is under the effect of Dual Shade and he uses the technique Simulacrum, since he still has a second shadow to use he can then later still use abilities that require his own shadow. A Shadow Walker can only be under this effect once, if it used again it only refreshed the duration of the second shadow.

Ebon Blast
Casting Time: 1 standard action
Costs 20 shadow essence
Range: Close (25ft +5ft/2 levels)
Duration: instant/1minute see text
Shadow needed: own

The Shadow Walker’s umbra climbs his body darkening him, and eventually gathers all in his hand. With a ranged touch attack the Shadow Walker attacks his foe with his very shadow. Upon a successful touch attack, the target is dealt 1d6 negative levels and must make a fortitude and will save.
If it fails the fortitude save the creature is dealt 1d6 cold damage and 1d6 negative energy damage every round for 1 minute, on a successful fortitude save the creature only takes the damage for 3 rounds (DC = 10 + ½ the Shadow Walker‘s level + his Cha modifier).
If it fails the Will save the creature is grappled by shadowy force with a bonus to grapple equal to the shadow walker’s bonus to grapple + his cha modifier, on a successful save the bonus to grapple is cut in half, this effect lasts for one minute. The shadowy grappler attempts to grapple the target once on your turn every round, it always attempts to pin and always uses it option to prevent the subject from speaking. Should the target escape the shadowy grappler moves toward the target at a fly speed of 50ft. If the shadowy grappler loses line of sight of the target for more than 3 rounds it disappears.
After using this technique the Shadow Walker looses his shadow for 5 minutes. If the ranged touch attack missed however he only loses use of his shadow for 3 rounds.
-Special: A Shadow Walker that has chosen the Hunter Path may instead sacrifice his Shadow Companion instead of his own shadow, if the technique is used in this manner, the Shadow Walker doesn’t lose the use of his shadow, but he may not summon another companion for 1 hour.

Dark Serpent Kiss
Paths: Assassin
Casting Time: 1 Standard Action.
Cost: 2/5 shadow essence
Range: Touch
Duration: 1 minute/1 round see text
Shadow needed: Own

With a melee touch attack the victim of this technique suffers a 1d6 penalty to strength which lasts 1 minute. In addition the target treats the Shadow Walker as if he were invisible (even if he isn’t actually invisible) until the end Shadow Walker’s next turn. Multiple uses do not stack the strength penalty but the Shadow Walker but the Shadow Walker can benefit from the invisibility effect on a second use. If 5 essence were spent, the invisibility effect lasts 3 rounds.

Casting Time: 1 Standard action
Cost: 2
Range: Melee Weapon in possession
Duration: 1 minute per level
Shadow needed: none (creation)

Sometimes one weapon isn’t enough, with this technique the shadow walker can create copies of his weapon. The weapon targeted can must on be on his possession and doesn’t have to be wielded. On his turn as a free action he may create a quasi-real copy of the weapon. The weapon can only be wielded by the shadow walker and dissipates after 1 round of the weapon leaving his hand. The weapon is treated as being an exact copy of the weapon, (from material its composed of, to enchantments) other than being an obvious weapon created from shadow stuff. For the purposes of two weapon fighting, if the copy of the weapon is being used in their off hand it is treated as a light weapon so long as the original weapon was either a one handed or light weapon.
The shadow walker can spend 5 shadow essence rather than 2 to cast this as a swift action.