Ultimate_Tracke
2012-12-24, 12:01 AM
This is for pathfinder
Okay haven't done this for a while so would like some help on this guy. I know he's powerful but I believe getting rid of magical items should compensate for this. Yes I know its a very narrow class focusing on grappling but its what i like. help is appreciated (I know theres gotta be a ton a mistakes lol)
Shadow
Abilities: Shadows benefit primarily from Strength for damage, Dexterity and Charisma for armor, and Constitution for their saves
Role: Shadows are strikers they excel at taking out individual targets. This is not to say they cannot do anything else in fact depending on what they siphon they can take on many if not all roles (just not all at the same time)
Background: Many believe that ninjas and assassins are the masters of the shadow these people couldn't be any more wrong. Ninjas and their like who skulk in the shadows never truly embrace what it mean to use the shadows to your complete advantage in fact many don't even know that the shadow is a sentient being willing to grant those who truly worship it some of its powers.
Organization: Shadows tend not to like each other and highly covet the powers granted to them by the shadow.
Alignment: Contrary to what some people might label them to be shadows do not adhere to any particular alignment.
Races: The sentient shadow being that imparts these powers does not care who or what you are as long as you embrace the shadow fully.
Religion: The sentient shadow requires your full devotion
Other Classes: Shadows are often seen as thieves and assassins which leads many to believe them to be untrustworthy.
Adaptation: Shadows have a hard time adapting to society staying in the shadow constantly and talking to some unseen force tends to drive people away.
Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+0|bonus feat, shadow grab, hungry shadow (medium), shadow play, true stealth, claws, feature, shadowy defense
2nd|+1|+0|+3|+0|evasion, siphon (1 ability, capacity 1)
3rd|+2|+1|+3|+1|bonus feat, uncanny dodge
4th|+3|+1|+4|+1|spider climb, siphon (1 ability, capacity 2)
5th|+3|+1|+4|+1|shadow pounce
6th|+4|+2|+5|+2|bonus feat, improved uncanny dodge, siphon (1 ability, capacity 3) hungry shadow (Large)
7th|+5|+2|+5|+2|grip of the shadow
8th|+6/+1|+2|+6|+2|shadow image, siphon (1 ability, capacity 4)
9th|+6/+1|+3|+6|+3|bonus feat, shadow attunement (doesn't eat)
10th|+7/+2|+3|+7|+3|improved evasion, swallow whole, siphon (2 abilities, capacity 4)
11th|+8/+3|+3|+7|+3|shadow attunement (swarm), hungry shadow (huge)
12th|+9/+4|+4|+8|+4|bonus feat, greater shadow image, siphon (2 abilities, capacity 5) shadow attunement (doesn't sleep)
13th|+9/+4|+4|+8|+4|greater shadow play
14th|+10/+5|+4|+9|+4|fast swallow, siphon (2 abilities, capacity 6)
15th|+11/+6/+1|+5|+9|+5|bonus feat, shadow attunement (doesn't breathe)
16th|+12/+7/+2|+5|+10|+5|siphon (3 abilities, capacity 6)
17th|+12/+7/+2|+5|+10|+5|hungry shadow (Gargantuan)
18th|+13/+8/+3|+6|+11|+6|bonus feat, siphon (3 abilities, capacity 7)
19th|+14/+9/+4|+6|+11|+6| shadow attunement (age)
20th|+15/+10/+5|+6|+12|+6|fuse
[/table]
Class Skills (6 + Int Modifier): Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Proficiencies: Shadow gains no proficiencies with armor or weapons. if they don any kind of armor they lose access to all class features and must atone for this.
Sacrifice: the shadow must give up his worldly possessions. can not use any magic items refuses magical aid from allies and cannot use any armor or weapons (other then his claws). doing so willingly (compulsions and other effects not counting) he forfeits all his class abilities until he atones. To atone a Shadow must lock himself away 7 days and 7 nights in a completely dark room with no exits brining nothing with him. After the 7th night the Shadow will reluctantly embrace you its arms once again only fully embracing you (no drawbacks to not being fully embraced) once you have completed a specific task from the Shadow itself (DM discretion)
Shadowy Defense: While in shadows the Shadow gains a bonus to their ac equal to their Charisma modifier as a deflection bonus. At 3rd and every three levels after treat your Charisma score as 2 higher for this purpose. This is a sacred/ profane bonus depending on your alignment.
Bonus Feats: Can take from any of the following:
Grapple, Improved, Greater Grapple (6th level), Improved Trip, Greater Trip (6th level, Improved Bulrush, Greater Bulrush (6th level), Improved Dirty Trick, Greater Dirty Trick (6th level), Improved Disarm, Greater Disarm (6th)
special Can also substitute a bonus feat for a rogue talent if below 10, if above 10 can also select advanced talents (other then the ones you wouldn't qualify for such as ones requiring sneak attack)
Shadow Grab: Gain Improved Grab. (grab special ability, attack with a claw allows for and immediate grapple check) After making a grab can move 10 ft after as well as make a hide check. Shadow grab is a special grapple you use your class level in shadow class levels in place of your bab for cmb and cmd and size bonus is determined by your hungry shadow ability not actual size.
Special: The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. This penalty is reduced by an amount equal to his level.
Hungry Shadow: As you advance in level your shadow increases in size gaining you bonus due to its respective size. At 1st you are equal to a medium size character for damage, reach and bonuses granted for being medium. At 6th this increases to large increase claw damage 1 step reach by 5ft and any size bonuses for being large. At 11th level this increases to huge, increase damage and additional step reach by an additional 5ft and bonuses equal to a creature of this size. At 17 this increases to gargantuan, increase damage an additional step reach by and additional 5ft and bonuses equal to a creature of you size.
Shadow Play: The shadow lowers the light level by 1 category in an area equal to his hungry shadow size, this increases to 2 if he spends a full round action on it . this increases to 2 and 3 respectively at 13th level. At 3rd level this is treated as the spell darkness for purposes of dispelling, at 8th this is considered deeper darkness
True Stealth: Can take 10 on stealth checks. In addition stealth checks grant 1 round abilities based on how successful they are. become invisible, ethereal, bypass dark vision tremor sense blind sight/sense and scent. this doe not actually grant you the ability to go invisible or ethereal just the ability to not be seen by various effects.
Claws: Gains 2 primary claw attacks dealing damage equal to his hungry shadow size (medium doing 1d4 an so on) when determining what his claws bypasses for DR, 1/2 his level is his effective enhancement bonus. there is a table that I cant find right now that shows this a +1 weapon bypasses magic, +2 bypasses something else and it goes up to a +5. this does not actually grant a plus to his attacks or damage just what he can bypass for damage reduction
Evasion: As per the rogue ability. At 10th this becomes improved improved evasion
Siphon: This allows you to siphon a portion of power from your enemy when grappling. when maintaining a grapple you can as part of maintaining a grapple, siphon a portion of your enemies power gaining the effect immediately while the enemy loses this amount as well. you can siphon any stat up to 1/2 your shadow level the enemy takes this as damage immediately. You can siphon any skill cannot exceed you normal hd limit. You can siphon and ex, su or spell like ability from the target, if this requires a special appendage you gain it. When an ability is taken from the target they lose access to it for the duration of your siphon.
Special Table shows how many times you may siphon from your target at a time (IE: siphon 1) and how many siphons you may currently have active (IE:capacity 1). There is no save for this.
siphon's last for 1 round/lvl
Feature: Each shadow learns to enhance his abilities in different ways. All abilities are in the universal monster rules (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-) and deal damage according to the rules. Every level they can choose one of the following abilities each can be taken up to twice.
Shadow blending: Attacks against a shadow in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
When taken a second time can increase this to 75%
DR/- equal to level in shadows
When taken a second time this dr applies outside of shadows
Fast healing Equal to 1/2 his level
When taken a second time he may, as a full round action that does not provoke, heal himself an amount equal to Constitution modifier + 1/2 his level. Once used cannot be used again for 5 rounds.
Spell Resist Equal to 11+level
This can be taken a second time at 10th level and beyond, gaining the spell turning ability.
Special : Always treated as having 10 levels of this at all times.
Rake A creature with this special attack gains extra natural attacks when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks (equal to his normal claw attacks) that it can use only against a grappled foe.
When taken a second time increase damage 1 step
Rend If it hits with two or more natural attacks in 1 round it deals claw damage pus 1 1/2 strength, but no more than once per round.
When taken a second time increase damage 1 step
Engulf special unlike the other abilities do not use universal monster rules for this this acts similar to constrict it does claw damage plus str 1/2 on successful grapple
When taken a second time increase damage 1 step
Constrict A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). this damage ia equal to claw damage plus 1 1/2 strength
When taken a second time increase damage 1 step
Bleed A creature with this ability causes wounds that continue to bleed, dealing 2d6 damage each round at the start of the affected creature’s turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing.
When taken a second time increase damage 1 step
Pull A creature with this ability can choose to make a free combat maneuver check with a successful attack. If successful, this check pulls an opponent closer. This ability only works on creatures of a size equal to or smaller than the shadow. Creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature.
when taken a second time the shadow may also use Entrap The creature has an ability that restricts another creature’s movement. The target of an entrap attack must make a Fortitude save or become entangled for the listed duration. If a target is already entangled by this ability. The target can use spells with only verbal components or spell-like abilities if it can make a DC 20 concentration check. An entangled creature can make a Strength check (at the same DC as the entrap saving throw DC) as a full-round action to break free. Destroying the entrapping material frees the creature. special target of the entrap will never become helpless due to this ability only entangled.
See in Darkness 60ft
When taken a second time this gives the shadow see invisible
Strangle An opponent grappled by the creature cannot speak or cast spells with verbal components.
When taken a second time this also makes the target blind while grappled
Trip A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.
When taken a second time this grants the Push ability A creature with the Push ability can choose to make a free combat maneuver check with a claw attack. If successful, this check pushes an opponent directly away as with a bull rush. This ability only works on creatures of a size equal to or Smaller than the pushing creature. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature. The amount of spaced move is 5ft for every size category above medium
Special: you may Push the target and at the end use the trip special ability as well.
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Uncanny Dodge: As per the barbarian ability. At 6th this becomes improved uncanny dodge
Spider Climb: This ability remain active at all times
Shadow Pounce: This is a teleportation ability short range 25/5 per level in shadows only. Allows user to teleport and make his attacks and teleport out, much like pounce you must also be charge though not necessarily in a straight line. Special This can be used in conjunction with shadow grab but instead of grabbing and moving 10ft and hiding you can move up to 1/4 of your shadow pounce movement you have remaining
Grip of the Shadow: Many make the mistake thinking that they can avoid the shadow by simply going airborne, little do they know that everything casts a shadow. The shadow can shadow pounce through an enemies shadow to the enemy itself (as long as he can shadow pounce that far). This ability allows you to shadow pounce creatures that are not on the ground.
Shadow Image: Functions like mirror image, this is a constant effect while in shadows. At 12th this becomes harder to see through, creatures that are unaffected by illusions or can see through them normally must make make a will save to disbelieve.
Shadow Attunement The shadow begins to attune himself to the shadows this giving him the ability to
not have to eat at 9th the
11th level gains the swarm subtype (tiny creatures) traits as noted: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells (including the daylight spell which cause 1d6 per caster level).
Swarms possess the distraction ability. Spell casting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.
12th level doesn't need to sleep,
15th level doesn't need to breath
19th level he does not age.
Swallow Whole: This is similar to the swallow whole ability If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. The opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature’s Statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.
Special except when swallowed the target is contained in a shadowy realm of the shadows own making. When swallowed the target makes continual saves each round or dies even on successful saves the target takes constrict and engulf damage (if he has taken these features). Similar to swallow whole the target can escape by dealing 1/10 of the shadows hp (this does not do damage to the shadow as they are not stored inside of him), unlike swallow whole the shadow can still use this ability even if a target has escaped in this way. when grappling creature is always considered in its mouth as long as its in the shadow's shadow. If a creature dies this way you get a free siphon no save. At 14th the shadow gains the fast swallow ability.
Fuse Use fusion as a psy like ability except as follows. Change target to you and target grappled. As long as you have the target fused with you you can no longer use the siphon ability. Special Any equipment the enemy might have had drops to the ground and once the abilities duration ends the enemy must make a fort save or die.
Okay haven't done this for a while so would like some help on this guy. I know he's powerful but I believe getting rid of magical items should compensate for this. Yes I know its a very narrow class focusing on grappling but its what i like. help is appreciated (I know theres gotta be a ton a mistakes lol)
Shadow
Abilities: Shadows benefit primarily from Strength for damage, Dexterity and Charisma for armor, and Constitution for their saves
Role: Shadows are strikers they excel at taking out individual targets. This is not to say they cannot do anything else in fact depending on what they siphon they can take on many if not all roles (just not all at the same time)
Background: Many believe that ninjas and assassins are the masters of the shadow these people couldn't be any more wrong. Ninjas and their like who skulk in the shadows never truly embrace what it mean to use the shadows to your complete advantage in fact many don't even know that the shadow is a sentient being willing to grant those who truly worship it some of its powers.
Organization: Shadows tend not to like each other and highly covet the powers granted to them by the shadow.
Alignment: Contrary to what some people might label them to be shadows do not adhere to any particular alignment.
Races: The sentient shadow being that imparts these powers does not care who or what you are as long as you embrace the shadow fully.
Religion: The sentient shadow requires your full devotion
Other Classes: Shadows are often seen as thieves and assassins which leads many to believe them to be untrustworthy.
Adaptation: Shadows have a hard time adapting to society staying in the shadow constantly and talking to some unseen force tends to drive people away.
Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+0|bonus feat, shadow grab, hungry shadow (medium), shadow play, true stealth, claws, feature, shadowy defense
2nd|+1|+0|+3|+0|evasion, siphon (1 ability, capacity 1)
3rd|+2|+1|+3|+1|bonus feat, uncanny dodge
4th|+3|+1|+4|+1|spider climb, siphon (1 ability, capacity 2)
5th|+3|+1|+4|+1|shadow pounce
6th|+4|+2|+5|+2|bonus feat, improved uncanny dodge, siphon (1 ability, capacity 3) hungry shadow (Large)
7th|+5|+2|+5|+2|grip of the shadow
8th|+6/+1|+2|+6|+2|shadow image, siphon (1 ability, capacity 4)
9th|+6/+1|+3|+6|+3|bonus feat, shadow attunement (doesn't eat)
10th|+7/+2|+3|+7|+3|improved evasion, swallow whole, siphon (2 abilities, capacity 4)
11th|+8/+3|+3|+7|+3|shadow attunement (swarm), hungry shadow (huge)
12th|+9/+4|+4|+8|+4|bonus feat, greater shadow image, siphon (2 abilities, capacity 5) shadow attunement (doesn't sleep)
13th|+9/+4|+4|+8|+4|greater shadow play
14th|+10/+5|+4|+9|+4|fast swallow, siphon (2 abilities, capacity 6)
15th|+11/+6/+1|+5|+9|+5|bonus feat, shadow attunement (doesn't breathe)
16th|+12/+7/+2|+5|+10|+5|siphon (3 abilities, capacity 6)
17th|+12/+7/+2|+5|+10|+5|hungry shadow (Gargantuan)
18th|+13/+8/+3|+6|+11|+6|bonus feat, siphon (3 abilities, capacity 7)
19th|+14/+9/+4|+6|+11|+6| shadow attunement (age)
20th|+15/+10/+5|+6|+12|+6|fuse
[/table]
Class Skills (6 + Int Modifier): Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Proficiencies: Shadow gains no proficiencies with armor or weapons. if they don any kind of armor they lose access to all class features and must atone for this.
Sacrifice: the shadow must give up his worldly possessions. can not use any magic items refuses magical aid from allies and cannot use any armor or weapons (other then his claws). doing so willingly (compulsions and other effects not counting) he forfeits all his class abilities until he atones. To atone a Shadow must lock himself away 7 days and 7 nights in a completely dark room with no exits brining nothing with him. After the 7th night the Shadow will reluctantly embrace you its arms once again only fully embracing you (no drawbacks to not being fully embraced) once you have completed a specific task from the Shadow itself (DM discretion)
Shadowy Defense: While in shadows the Shadow gains a bonus to their ac equal to their Charisma modifier as a deflection bonus. At 3rd and every three levels after treat your Charisma score as 2 higher for this purpose. This is a sacred/ profane bonus depending on your alignment.
Bonus Feats: Can take from any of the following:
Grapple, Improved, Greater Grapple (6th level), Improved Trip, Greater Trip (6th level, Improved Bulrush, Greater Bulrush (6th level), Improved Dirty Trick, Greater Dirty Trick (6th level), Improved Disarm, Greater Disarm (6th)
special Can also substitute a bonus feat for a rogue talent if below 10, if above 10 can also select advanced talents (other then the ones you wouldn't qualify for such as ones requiring sneak attack)
Shadow Grab: Gain Improved Grab. (grab special ability, attack with a claw allows for and immediate grapple check) After making a grab can move 10 ft after as well as make a hide check. Shadow grab is a special grapple you use your class level in shadow class levels in place of your bab for cmb and cmd and size bonus is determined by your hungry shadow ability not actual size.
Special: The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. This penalty is reduced by an amount equal to his level.
Hungry Shadow: As you advance in level your shadow increases in size gaining you bonus due to its respective size. At 1st you are equal to a medium size character for damage, reach and bonuses granted for being medium. At 6th this increases to large increase claw damage 1 step reach by 5ft and any size bonuses for being large. At 11th level this increases to huge, increase damage and additional step reach by an additional 5ft and bonuses equal to a creature of this size. At 17 this increases to gargantuan, increase damage an additional step reach by and additional 5ft and bonuses equal to a creature of you size.
Shadow Play: The shadow lowers the light level by 1 category in an area equal to his hungry shadow size, this increases to 2 if he spends a full round action on it . this increases to 2 and 3 respectively at 13th level. At 3rd level this is treated as the spell darkness for purposes of dispelling, at 8th this is considered deeper darkness
True Stealth: Can take 10 on stealth checks. In addition stealth checks grant 1 round abilities based on how successful they are. become invisible, ethereal, bypass dark vision tremor sense blind sight/sense and scent. this doe not actually grant you the ability to go invisible or ethereal just the ability to not be seen by various effects.
Claws: Gains 2 primary claw attacks dealing damage equal to his hungry shadow size (medium doing 1d4 an so on) when determining what his claws bypasses for DR, 1/2 his level is his effective enhancement bonus. there is a table that I cant find right now that shows this a +1 weapon bypasses magic, +2 bypasses something else and it goes up to a +5. this does not actually grant a plus to his attacks or damage just what he can bypass for damage reduction
Evasion: As per the rogue ability. At 10th this becomes improved improved evasion
Siphon: This allows you to siphon a portion of power from your enemy when grappling. when maintaining a grapple you can as part of maintaining a grapple, siphon a portion of your enemies power gaining the effect immediately while the enemy loses this amount as well. you can siphon any stat up to 1/2 your shadow level the enemy takes this as damage immediately. You can siphon any skill cannot exceed you normal hd limit. You can siphon and ex, su or spell like ability from the target, if this requires a special appendage you gain it. When an ability is taken from the target they lose access to it for the duration of your siphon.
Special Table shows how many times you may siphon from your target at a time (IE: siphon 1) and how many siphons you may currently have active (IE:capacity 1). There is no save for this.
siphon's last for 1 round/lvl
Feature: Each shadow learns to enhance his abilities in different ways. All abilities are in the universal monster rules (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-) and deal damage according to the rules. Every level they can choose one of the following abilities each can be taken up to twice.
Shadow blending: Attacks against a shadow in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
When taken a second time can increase this to 75%
DR/- equal to level in shadows
When taken a second time this dr applies outside of shadows
Fast healing Equal to 1/2 his level
When taken a second time he may, as a full round action that does not provoke, heal himself an amount equal to Constitution modifier + 1/2 his level. Once used cannot be used again for 5 rounds.
Spell Resist Equal to 11+level
This can be taken a second time at 10th level and beyond, gaining the spell turning ability.
Special : Always treated as having 10 levels of this at all times.
Rake A creature with this special attack gains extra natural attacks when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks (equal to his normal claw attacks) that it can use only against a grappled foe.
When taken a second time increase damage 1 step
Rend If it hits with two or more natural attacks in 1 round it deals claw damage pus 1 1/2 strength, but no more than once per round.
When taken a second time increase damage 1 step
Engulf special unlike the other abilities do not use universal monster rules for this this acts similar to constrict it does claw damage plus str 1/2 on successful grapple
When taken a second time increase damage 1 step
Constrict A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). this damage ia equal to claw damage plus 1 1/2 strength
When taken a second time increase damage 1 step
Bleed A creature with this ability causes wounds that continue to bleed, dealing 2d6 damage each round at the start of the affected creature’s turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing.
When taken a second time increase damage 1 step
Pull A creature with this ability can choose to make a free combat maneuver check with a successful attack. If successful, this check pulls an opponent closer. This ability only works on creatures of a size equal to or smaller than the shadow. Creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature.
when taken a second time the shadow may also use Entrap The creature has an ability that restricts another creature’s movement. The target of an entrap attack must make a Fortitude save or become entangled for the listed duration. If a target is already entangled by this ability. The target can use spells with only verbal components or spell-like abilities if it can make a DC 20 concentration check. An entangled creature can make a Strength check (at the same DC as the entrap saving throw DC) as a full-round action to break free. Destroying the entrapping material frees the creature. special target of the entrap will never become helpless due to this ability only entangled.
See in Darkness 60ft
When taken a second time this gives the shadow see invisible
Strangle An opponent grappled by the creature cannot speak or cast spells with verbal components.
When taken a second time this also makes the target blind while grappled
Trip A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.
When taken a second time this grants the Push ability A creature with the Push ability can choose to make a free combat maneuver check with a claw attack. If successful, this check pushes an opponent directly away as with a bull rush. This ability only works on creatures of a size equal to or Smaller than the pushing creature. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature. The amount of spaced move is 5ft for every size category above medium
Special: you may Push the target and at the end use the trip special ability as well.
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Uncanny Dodge: As per the barbarian ability. At 6th this becomes improved uncanny dodge
Spider Climb: This ability remain active at all times
Shadow Pounce: This is a teleportation ability short range 25/5 per level in shadows only. Allows user to teleport and make his attacks and teleport out, much like pounce you must also be charge though not necessarily in a straight line. Special This can be used in conjunction with shadow grab but instead of grabbing and moving 10ft and hiding you can move up to 1/4 of your shadow pounce movement you have remaining
Grip of the Shadow: Many make the mistake thinking that they can avoid the shadow by simply going airborne, little do they know that everything casts a shadow. The shadow can shadow pounce through an enemies shadow to the enemy itself (as long as he can shadow pounce that far). This ability allows you to shadow pounce creatures that are not on the ground.
Shadow Image: Functions like mirror image, this is a constant effect while in shadows. At 12th this becomes harder to see through, creatures that are unaffected by illusions or can see through them normally must make make a will save to disbelieve.
Shadow Attunement The shadow begins to attune himself to the shadows this giving him the ability to
not have to eat at 9th the
11th level gains the swarm subtype (tiny creatures) traits as noted: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells (including the daylight spell which cause 1d6 per caster level).
Swarms possess the distraction ability. Spell casting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.
12th level doesn't need to sleep,
15th level doesn't need to breath
19th level he does not age.
Swallow Whole: This is similar to the swallow whole ability If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. The opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature’s Statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.
Special except when swallowed the target is contained in a shadowy realm of the shadows own making. When swallowed the target makes continual saves each round or dies even on successful saves the target takes constrict and engulf damage (if he has taken these features). Similar to swallow whole the target can escape by dealing 1/10 of the shadows hp (this does not do damage to the shadow as they are not stored inside of him), unlike swallow whole the shadow can still use this ability even if a target has escaped in this way. when grappling creature is always considered in its mouth as long as its in the shadow's shadow. If a creature dies this way you get a free siphon no save. At 14th the shadow gains the fast swallow ability.
Fuse Use fusion as a psy like ability except as follows. Change target to you and target grappled. As long as you have the target fused with you you can no longer use the siphon ability. Special Any equipment the enemy might have had drops to the ground and once the abilities duration ends the enemy must make a fort save or die.