Ghost6442
2012-07-22, 05:49 AM
Shadow Stalker
Alignment
Any.
Hit Die
d8.
Class Skills
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Disable Device (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex) Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str) and Tumble (Dex) Use Rope (Dex).
Skill Points at 1st Level (6 + Int modifier) ×4.
Skill Points at Each Additional Level 6 + Int modifier.
Table 1:1 The Shadow Stalker
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+0
+2
+2
Shadow Weapon (1d4), Stealthy, Umbral sight (darkvision 30 ft.)
2nd
+2
+0
+3
+3
Combat style, Trapfinding
3rd
+3
+1
+3
+3
Improved Toughness, Sustaining shadow (eat 1 meal/week)
4th
+4
+1
+4
+4
Fundamentals of shadow, Apprentice mysteries
5th
+5
+1
+4
+4
Shadow Weapon (2d4)
6th
+6/+1
+2
+5
+5
Improved combat style
7th
+7/+2
+2
+5
+5
Bonus fundamental, Shadow Step
8th
+8/+3
+2
+6
+6
Umbral sight (see in darkness 60 ft.), Fleeting Shadows
9th
+9/+4
+3
+6
+6
Evasion, Sustaining shadow (sleep 1 hour/day)
10th
+10/+5
+3
+7
+7
Apprentice mysteries (spell-like), Initiate mysteries, Bonus fundamental, Shadow Weapon (3d4)
11th
+11/+6/+1
+3
+7
+7
Combat style mastery
12th
+12/+7/+2
+4
+8
+8
Shadowflage
13th
+13/+8/+3
+4
+8
+8
Bonus fundamental
14th
+14/+9/+4
+4
+9
+9
Sustaining shadow (immune to poison/disease)
15th
+15/+10/+5
+5
+9
+9
Apprentice mysteries (supernatural), initiate mysteries (spell-like), Shadow Weapon (4d4)
16th
+16/+11/+6/+1
+5
+10
+10
Bonus fundamental
17th
+17/+12/+7/+2
+5
+10
+10
Hide in plain sight
18th
+18/+13/+8/+3
+6
+11
+11
Sustaining shadow (no need to breathe, eat, or sleep)
19th
+19/+14/+9/+4
+6
+11
+11
Bonus fundamental, initiate mysteries (supernatural)
20th
+20/+15/+10/+5
+6
+12
+12
Darkness beyond Twilight, Shadow Weapon (5d4)
Class Features
All of the following are class features of the Shadow Stalker.
Weapon and Armour Proficiency
A Shadow Stalker is proficient with all simple and martial weapons, and with light armour and shields (except tower shields).
Shadow Weapon (Su)
At 1st level, as a standard action a Shadow Stalker can wrap any melee weapon they wield in a layer of shifting shadows. This causes the weapon to darken, become less distinct, and leave a trail of shadow behind it as it moves. This effect also applies to the ammo of a ranged weapon, when the ammo in question is loaded. The weapon must be in their hand and ready for use to be able to activate this effect. This effect can be dismissed as a free action; dropping or sheathing the weapon also ends the effect.
The effect grants the following bonuses at the following levels:
1st level: Deals a extra 1d4 of magic damage, grants a +2 bonus to bluff checks when attempting to feint and is treated as a magic weapon for the purposes of overcoming damage reduction and attacking incorporeal creatures.
5th level: The extra damage increases to 2d4, and counts as having the Ghost Touch weapon enhancement.
10th level: The extra damage increases to 3d4, and grants a +4 to bluff checks when attempting to feint (replaces the bonus from level one), adding this effect is now a move action.
15th level: The extra damage increases to 4d4, and deals one temporary Con damage per round that lasts for 4 rounds which stacks to a max of 4, every hit after the max of 4 is reached, refreshes the duration.
20th level: The extra damage increases to 5d4, and grants a +6 to bluff checks when attempting to feint (replaces the bonus from level ten), adding this effect is now a free action.
Stealthy
A Shadow Stalker gains Stealthy as a bonus feat.
Umbral Sight (Su)
A Shadow Stalker’s vision extends slightly into the Plane of Shadow. They gain darkvision out to 30 feet. If they already have darkvision, or gain it from some other source, the effective distance of that vision is increased by 30 feet. At 8th level, They become able to see perfectly in complete darkness, even magical darkness, out to 60 feet.
Combat Style (Ex)
At 2nd level, a Shadow Stalker must select a combat style to pursue and does so by picking one of the following feats, which they then gain even if they did not have the normal prerequisites for that feat.
Rapid Shot
Two-Weapon Fighting
Cleave
The benefits of the Shadow Stalker’s chosen style apply only when he wears light or no armour. He loses all benefits of his combat style when wearing medium or heavy armour.
Trapfinding:
A Shadow Stalker can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. A Shadow Stalker can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Shadow Stalker who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with their party) without disarming it.
Improved Toughness
A Shadow Stalker gains Improved Toughness as a bonus feat at 3rd level even if he does not have the normal prerequisites for that feat.
Sustaining Shadow (Ex)
When they reach 3rd level, a Shadow Stalker’s bond to the Plane of Shadow allows them to absorb dark energies, mitigating certain biological needs. They need eat only a single meal per week to maintain health. At 9th level, they only need 1 hour of sleep per night (but they still must rest for 8 hours to regain their mysteries for the next day). At 14th level, they gain immunity to nonmagical diseases and poisons. Finally, at 18th level, they no longer need to breathe, and never need to eat or sleep.
Fundamentals of Shadow (Su) (The fundamentals are found in Tome of magic on page 139)
At 4th level a Shadow Stalker begins to learn the more versatile secrets of shadow magic. Beginning with the fundamentals which function as supernatural abilities usable three times per day each. At this level they know three fundamentals and gain an additional fundamental at 7th level and every Three additional levels beyond 7th. At 14th level, They can use their fundamentals an unlimited number of times per day. They can, when gaining a new level, choose a new fundamental in place of another mystery. When choosing a fundamental, They can “relearn” an already known fundamental, thus gaining another set of uses of that fundamental per day. The save DC of any fundamental is equal to 10 + their Int modifier.
Mysteries and Paths: (The Mysteries and Paths are found in Tome of magic on page 140 to 153)
Shadow Strikers do not cast spells as other classes do, but instead invoke mystical secrets called mysteries. They learn their first mystery at 4th level and gain one additional mystery every class level. Up to 9th level, they can learn only apprentice mysteries. At 10th level, they gain access to initiate mysteries. They can choose their new mystery from any category they have access to (including fundamentals). For instance, at 12th level, they could select either a fundamental, an apprentice mystery, or an initiate mystery. Shadow magic progresses in very specific stages. They may not “jump ahead” in a path, although they need not complete a path if they do not wish to. Within a category (apprentice, initiate), they can only learn mysteries of a new level if they have learned at least two mysteries of a previous level, and they must know all previous mysteries within a path to select a mystery from that path. For example, they cannot learn congress of shadows (the second mystery of the Ebon Whispers path) until they know at least two 1st-level mysteries, one of which must be voice of shadow (the first mystery of that path). However, they can always select the first mystery in a path of a category they have access to, even if they didn’t complete the lower category paths. For example, they could learn the shadow vision mystery, the first one (4th level) in the Initiate Veil of Shadows path, even if they know no 3rd level mysteries (all of which are in the Apprentice category).
Mysteries represent thought patterns and formulae so alien that other spells seem simple in comparison. As a Shadow Stalker progresses, however, their connection to the Plane of Shadow (or Shadow Weave) grows stronger, and their mysteries become more ingrained in their essence. When they are capable of casting only apprentice mysteries, they cast them as though they were arcane spells. They all have somatic components, armour-based spell failure chance, and are subject to interruption (but they do not require material components, foci, or verbal components). Whenever they cast a mystery as an arcane spell, observers can make a DC 15 Spot check to note that their shadow is making different gestures from the ones they make when they cast the mystery.
At 10th level, when they become capable of casting initiate mysteries (whether or not they choose to learn any), their apprentice mysteries become so much a part of them that they now function as spell-like abilities, and they no longer require somatic components. Their new initiate mysteries (when they learn them) function as arcane spells and follow the rules described above. When they reach 15th level another change occurs, their initiate mysteries function as spell-like abilities. Their apprentice mysteries become supernatural abilities. And further on at 19th level their initiate mysteries become supernatural abilities.
A Shadow Stalker can learn a mystery more than once. Each time they relearn a mystery, they gain another set of uses of that mystery per day. They can use each mystery they know a certain number of times per day depending on whether it is cast as a spell (once), a spell-like ability (two times), or a supernatural ability (three times). The allotments per level are given on Table 1:2, but only apply if they are able to cast mysteries of the level indicated. For example, if they choose breadth over depth and know no 4th-level mysteries as a 13th-level Shadow Stalker, they cannot take advantage of the one use per mystery per day detailed in the table. Unlike normal spellcasters, they don’t get bonus mysteries for a high ability score. Although they do not prepare spells, they must rest for 8 hours and meditate for 15 minutes each day to regain their use of mysteries just as a sorcerer or bard must rest and meditate to regain use of their spell slots. In order to cast a mystery, a Shadow Striker must have an Intelligence score of at least 10 + the mystery’s level. The save DC for their mysteries equals 10 + mystery level + their Int modifier. Even though as a Shadow Stalker they do not “cast spells” in the traditional sense, their levels in this class count for the purpose of determining their overall caster level.
Table 1:2 Uses per Mystery per Day
Level|1st|2nd|3rd|4th|5th|6th
4th|1|||||
5th|1|||||
6th|1|1||||
7th|1|1||||
8th|1|1|1|||
9th|1|1|1|||
10th|2|2|2|1||
11th|2|2|2|1||
12th|2|2|2|1|1|
13th|2|2|2|1|1|
14th|2|2|2|1|1|1
15th|3|3|3|2|2|2
16th|3|3|3|2|2|2
17th|3|3|3|2|2|2
18th|3|3|3|2|2|2
19th|3|3|3|3|3|3
20th|3|3|3|3|3|3
Improved Combat Style (Ex)
At 6th level, a Shadow Stalker’s aptitude in his chosen combat style (Rapid Shot, Two-Weapon Fighting or Cleave) improves. If he selected the feat Rapid Shot at 2nd level, he now gains the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the Shadow Stalker selected Two-Weapon Fighting at 2nd level, he gains the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
If the Shadow Stalker selected Cleave at 2nd level, he gains the ability to move and full attack as a full round action as long as they move ten feet or more before attacking, and cannot move after attacking.
As before, the benefits of the Shadow Stalker’s chosen style apply only when he wears light or no armour. He loses all benefits of his combat style when wearing medium or heavy armour.
Shadow Step (Ex)
Starting at 7th level, a Shadow Stalker leaves no trail and cannot be tracked. They may choose to leave a trail if so desired
Fleeting Shadows (Ex)
Beginning at 8th level, a Shadow Stalker can move at his normal speed while stealthed without taking the normal -5 penalty to Hide and Move Silently checks. They also only take a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while stealthed.
Evasion (Ex)
At 9th level, a Shadow Stalker can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Shadow Stalker is wearing light armour or no armour. A helpless Shadow Stalker does not gain the benefit of evasion.
Combat Style Mastery (Ex)
At 11th level, a Shadow Stalker’s aptitude in his chosen combat style (Rapid Shot, Two-Weapon Fighting or Cleave) improves. If he selected the feat Rapid Shot at 2nd level, he now gains the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the Shadow Stalker selected Two-Weapon Fighting at 2nd level, he gains the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
If the Shadow Stalker selected Cleave at 2nd level, he gains the Great Cleave feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the Shadow Stalker’s chosen style apply only when he wears light or no armour. He loses all benefits of his combat style when wearing medium or heavy armour.
Creeping Darkness (Su)
A Shadow Stalker of 12th level or higher that remains in one place too long they begins to meld with the surroundings. If they remain still without taking any actions for 1 round they gain concealment. Taking any action other then a free action or a move with the relevant Hide and Move Silently checks, cancels their concealment.
Hide in Plain Sight (Su)
A Shadow Stalker can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, a Shadow Stalker can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in her own shadow.
Darkness beyond Twilight
A ShadowStalker further joins with the shadows and they become one and the same, gaining the following:
-Total concealment in shadows or darkness
-Damage reduction 5/-
-Fast healing 2
-Voyage into Shadow as per the mystery (1/day)
Build notes:
Original build: Shade Knife (http://www.giantitp.com/forums/showthread.php?p=10537780#post10537780)
The original build suffered from several things, such as "I have a weapon", "Only one way to build" and "too many parts to make a whole".
To combat this I used the ranger as a base, modifying or replacing elements as I saw fit. The class overall may seem stronger then the ranger with many of the conditional elements made to be used anywhere. With the removal of the animal companion, I saw this as justified. You'll also notice it has full casting, due to mysteries not being as powerful as normal Arcane magic, and how it starts 4 levels later then the Shadow Caster. I admit I increased the rate at which it gains the uses per day, however it is still 4 mysteries behind the Shadow caster and gets higher level Mysteries later then the shadow caster despite this increase.
Please feel free to PEACH and or ask questions, If you decide to use this Class, feed back on it in play is always wanted.
Alignment
Any.
Hit Die
d8.
Class Skills
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Disable Device (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex) Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str) and Tumble (Dex) Use Rope (Dex).
Skill Points at 1st Level (6 + Int modifier) ×4.
Skill Points at Each Additional Level 6 + Int modifier.
Table 1:1 The Shadow Stalker
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+0
+2
+2
Shadow Weapon (1d4), Stealthy, Umbral sight (darkvision 30 ft.)
2nd
+2
+0
+3
+3
Combat style, Trapfinding
3rd
+3
+1
+3
+3
Improved Toughness, Sustaining shadow (eat 1 meal/week)
4th
+4
+1
+4
+4
Fundamentals of shadow, Apprentice mysteries
5th
+5
+1
+4
+4
Shadow Weapon (2d4)
6th
+6/+1
+2
+5
+5
Improved combat style
7th
+7/+2
+2
+5
+5
Bonus fundamental, Shadow Step
8th
+8/+3
+2
+6
+6
Umbral sight (see in darkness 60 ft.), Fleeting Shadows
9th
+9/+4
+3
+6
+6
Evasion, Sustaining shadow (sleep 1 hour/day)
10th
+10/+5
+3
+7
+7
Apprentice mysteries (spell-like), Initiate mysteries, Bonus fundamental, Shadow Weapon (3d4)
11th
+11/+6/+1
+3
+7
+7
Combat style mastery
12th
+12/+7/+2
+4
+8
+8
Shadowflage
13th
+13/+8/+3
+4
+8
+8
Bonus fundamental
14th
+14/+9/+4
+4
+9
+9
Sustaining shadow (immune to poison/disease)
15th
+15/+10/+5
+5
+9
+9
Apprentice mysteries (supernatural), initiate mysteries (spell-like), Shadow Weapon (4d4)
16th
+16/+11/+6/+1
+5
+10
+10
Bonus fundamental
17th
+17/+12/+7/+2
+5
+10
+10
Hide in plain sight
18th
+18/+13/+8/+3
+6
+11
+11
Sustaining shadow (no need to breathe, eat, or sleep)
19th
+19/+14/+9/+4
+6
+11
+11
Bonus fundamental, initiate mysteries (supernatural)
20th
+20/+15/+10/+5
+6
+12
+12
Darkness beyond Twilight, Shadow Weapon (5d4)
Class Features
All of the following are class features of the Shadow Stalker.
Weapon and Armour Proficiency
A Shadow Stalker is proficient with all simple and martial weapons, and with light armour and shields (except tower shields).
Shadow Weapon (Su)
At 1st level, as a standard action a Shadow Stalker can wrap any melee weapon they wield in a layer of shifting shadows. This causes the weapon to darken, become less distinct, and leave a trail of shadow behind it as it moves. This effect also applies to the ammo of a ranged weapon, when the ammo in question is loaded. The weapon must be in their hand and ready for use to be able to activate this effect. This effect can be dismissed as a free action; dropping or sheathing the weapon also ends the effect.
The effect grants the following bonuses at the following levels:
1st level: Deals a extra 1d4 of magic damage, grants a +2 bonus to bluff checks when attempting to feint and is treated as a magic weapon for the purposes of overcoming damage reduction and attacking incorporeal creatures.
5th level: The extra damage increases to 2d4, and counts as having the Ghost Touch weapon enhancement.
10th level: The extra damage increases to 3d4, and grants a +4 to bluff checks when attempting to feint (replaces the bonus from level one), adding this effect is now a move action.
15th level: The extra damage increases to 4d4, and deals one temporary Con damage per round that lasts for 4 rounds which stacks to a max of 4, every hit after the max of 4 is reached, refreshes the duration.
20th level: The extra damage increases to 5d4, and grants a +6 to bluff checks when attempting to feint (replaces the bonus from level ten), adding this effect is now a free action.
Stealthy
A Shadow Stalker gains Stealthy as a bonus feat.
Umbral Sight (Su)
A Shadow Stalker’s vision extends slightly into the Plane of Shadow. They gain darkvision out to 30 feet. If they already have darkvision, or gain it from some other source, the effective distance of that vision is increased by 30 feet. At 8th level, They become able to see perfectly in complete darkness, even magical darkness, out to 60 feet.
Combat Style (Ex)
At 2nd level, a Shadow Stalker must select a combat style to pursue and does so by picking one of the following feats, which they then gain even if they did not have the normal prerequisites for that feat.
Rapid Shot
Two-Weapon Fighting
Cleave
The benefits of the Shadow Stalker’s chosen style apply only when he wears light or no armour. He loses all benefits of his combat style when wearing medium or heavy armour.
Trapfinding:
A Shadow Stalker can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. A Shadow Stalker can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Shadow Stalker who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with their party) without disarming it.
Improved Toughness
A Shadow Stalker gains Improved Toughness as a bonus feat at 3rd level even if he does not have the normal prerequisites for that feat.
Sustaining Shadow (Ex)
When they reach 3rd level, a Shadow Stalker’s bond to the Plane of Shadow allows them to absorb dark energies, mitigating certain biological needs. They need eat only a single meal per week to maintain health. At 9th level, they only need 1 hour of sleep per night (but they still must rest for 8 hours to regain their mysteries for the next day). At 14th level, they gain immunity to nonmagical diseases and poisons. Finally, at 18th level, they no longer need to breathe, and never need to eat or sleep.
Fundamentals of Shadow (Su) (The fundamentals are found in Tome of magic on page 139)
At 4th level a Shadow Stalker begins to learn the more versatile secrets of shadow magic. Beginning with the fundamentals which function as supernatural abilities usable three times per day each. At this level they know three fundamentals and gain an additional fundamental at 7th level and every Three additional levels beyond 7th. At 14th level, They can use their fundamentals an unlimited number of times per day. They can, when gaining a new level, choose a new fundamental in place of another mystery. When choosing a fundamental, They can “relearn” an already known fundamental, thus gaining another set of uses of that fundamental per day. The save DC of any fundamental is equal to 10 + their Int modifier.
Mysteries and Paths: (The Mysteries and Paths are found in Tome of magic on page 140 to 153)
Shadow Strikers do not cast spells as other classes do, but instead invoke mystical secrets called mysteries. They learn their first mystery at 4th level and gain one additional mystery every class level. Up to 9th level, they can learn only apprentice mysteries. At 10th level, they gain access to initiate mysteries. They can choose their new mystery from any category they have access to (including fundamentals). For instance, at 12th level, they could select either a fundamental, an apprentice mystery, or an initiate mystery. Shadow magic progresses in very specific stages. They may not “jump ahead” in a path, although they need not complete a path if they do not wish to. Within a category (apprentice, initiate), they can only learn mysteries of a new level if they have learned at least two mysteries of a previous level, and they must know all previous mysteries within a path to select a mystery from that path. For example, they cannot learn congress of shadows (the second mystery of the Ebon Whispers path) until they know at least two 1st-level mysteries, one of which must be voice of shadow (the first mystery of that path). However, they can always select the first mystery in a path of a category they have access to, even if they didn’t complete the lower category paths. For example, they could learn the shadow vision mystery, the first one (4th level) in the Initiate Veil of Shadows path, even if they know no 3rd level mysteries (all of which are in the Apprentice category).
Mysteries represent thought patterns and formulae so alien that other spells seem simple in comparison. As a Shadow Stalker progresses, however, their connection to the Plane of Shadow (or Shadow Weave) grows stronger, and their mysteries become more ingrained in their essence. When they are capable of casting only apprentice mysteries, they cast them as though they were arcane spells. They all have somatic components, armour-based spell failure chance, and are subject to interruption (but they do not require material components, foci, or verbal components). Whenever they cast a mystery as an arcane spell, observers can make a DC 15 Spot check to note that their shadow is making different gestures from the ones they make when they cast the mystery.
At 10th level, when they become capable of casting initiate mysteries (whether or not they choose to learn any), their apprentice mysteries become so much a part of them that they now function as spell-like abilities, and they no longer require somatic components. Their new initiate mysteries (when they learn them) function as arcane spells and follow the rules described above. When they reach 15th level another change occurs, their initiate mysteries function as spell-like abilities. Their apprentice mysteries become supernatural abilities. And further on at 19th level their initiate mysteries become supernatural abilities.
A Shadow Stalker can learn a mystery more than once. Each time they relearn a mystery, they gain another set of uses of that mystery per day. They can use each mystery they know a certain number of times per day depending on whether it is cast as a spell (once), a spell-like ability (two times), or a supernatural ability (three times). The allotments per level are given on Table 1:2, but only apply if they are able to cast mysteries of the level indicated. For example, if they choose breadth over depth and know no 4th-level mysteries as a 13th-level Shadow Stalker, they cannot take advantage of the one use per mystery per day detailed in the table. Unlike normal spellcasters, they don’t get bonus mysteries for a high ability score. Although they do not prepare spells, they must rest for 8 hours and meditate for 15 minutes each day to regain their use of mysteries just as a sorcerer or bard must rest and meditate to regain use of their spell slots. In order to cast a mystery, a Shadow Striker must have an Intelligence score of at least 10 + the mystery’s level. The save DC for their mysteries equals 10 + mystery level + their Int modifier. Even though as a Shadow Stalker they do not “cast spells” in the traditional sense, their levels in this class count for the purpose of determining their overall caster level.
Table 1:2 Uses per Mystery per Day
Level|1st|2nd|3rd|4th|5th|6th
4th|1|||||
5th|1|||||
6th|1|1||||
7th|1|1||||
8th|1|1|1|||
9th|1|1|1|||
10th|2|2|2|1||
11th|2|2|2|1||
12th|2|2|2|1|1|
13th|2|2|2|1|1|
14th|2|2|2|1|1|1
15th|3|3|3|2|2|2
16th|3|3|3|2|2|2
17th|3|3|3|2|2|2
18th|3|3|3|2|2|2
19th|3|3|3|3|3|3
20th|3|3|3|3|3|3
Improved Combat Style (Ex)
At 6th level, a Shadow Stalker’s aptitude in his chosen combat style (Rapid Shot, Two-Weapon Fighting or Cleave) improves. If he selected the feat Rapid Shot at 2nd level, he now gains the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the Shadow Stalker selected Two-Weapon Fighting at 2nd level, he gains the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
If the Shadow Stalker selected Cleave at 2nd level, he gains the ability to move and full attack as a full round action as long as they move ten feet or more before attacking, and cannot move after attacking.
As before, the benefits of the Shadow Stalker’s chosen style apply only when he wears light or no armour. He loses all benefits of his combat style when wearing medium or heavy armour.
Shadow Step (Ex)
Starting at 7th level, a Shadow Stalker leaves no trail and cannot be tracked. They may choose to leave a trail if so desired
Fleeting Shadows (Ex)
Beginning at 8th level, a Shadow Stalker can move at his normal speed while stealthed without taking the normal -5 penalty to Hide and Move Silently checks. They also only take a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while stealthed.
Evasion (Ex)
At 9th level, a Shadow Stalker can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Shadow Stalker is wearing light armour or no armour. A helpless Shadow Stalker does not gain the benefit of evasion.
Combat Style Mastery (Ex)
At 11th level, a Shadow Stalker’s aptitude in his chosen combat style (Rapid Shot, Two-Weapon Fighting or Cleave) improves. If he selected the feat Rapid Shot at 2nd level, he now gains the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the Shadow Stalker selected Two-Weapon Fighting at 2nd level, he gains the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
If the Shadow Stalker selected Cleave at 2nd level, he gains the Great Cleave feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the Shadow Stalker’s chosen style apply only when he wears light or no armour. He loses all benefits of his combat style when wearing medium or heavy armour.
Creeping Darkness (Su)
A Shadow Stalker of 12th level or higher that remains in one place too long they begins to meld with the surroundings. If they remain still without taking any actions for 1 round they gain concealment. Taking any action other then a free action or a move with the relevant Hide and Move Silently checks, cancels their concealment.
Hide in Plain Sight (Su)
A Shadow Stalker can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, a Shadow Stalker can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in her own shadow.
Darkness beyond Twilight
A ShadowStalker further joins with the shadows and they become one and the same, gaining the following:
-Total concealment in shadows or darkness
-Damage reduction 5/-
-Fast healing 2
-Voyage into Shadow as per the mystery (1/day)
Build notes:
Original build: Shade Knife (http://www.giantitp.com/forums/showthread.php?p=10537780#post10537780)
The original build suffered from several things, such as "I have a weapon", "Only one way to build" and "too many parts to make a whole".
To combat this I used the ranger as a base, modifying or replacing elements as I saw fit. The class overall may seem stronger then the ranger with many of the conditional elements made to be used anywhere. With the removal of the animal companion, I saw this as justified. You'll also notice it has full casting, due to mysteries not being as powerful as normal Arcane magic, and how it starts 4 levels later then the Shadow Caster. I admit I increased the rate at which it gains the uses per day, however it is still 4 mysteries behind the Shadow caster and gets higher level Mysteries later then the shadow caster despite this increase.
Please feel free to PEACH and or ask questions, If you decide to use this Class, feed back on it in play is always wanted.