View Full Version : [D&D 3.5 PrC] Shadowdancer (Fix attempt)[PEACH]

2013-08-09, 03:04 AM
Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met.
Rogues, bards, and monks make excellent shadowdancers. Fighters, barbarians, rangers, and paladins also find that shadowdancers allow them to strike at their opponents with surprise and skill. Wizard, sorcerer, cleric, and druid shadowdancers emily the defensive capabilities inherent in the prestige class to allow them to cast their spells from safety and move away quickly. Despite their link with shadows and trickery, shadowdancers are as often good as evil.
Shadowdancers often work in troupes, never staying in one place for too long. Some use their abilities to entertain. Others operate as them eves, using their abilities to infiltrate past defenses and dupe others. All shadowdancer troupes maintain an aura of mystery among the common folk, who never know wether to think well or ill of them.

Hit Die: d8

To qualify to become a shadowdancer, a character must fulfill the following criteria.
Skills: Move Silently 8 ranks, Hide 10 ranks, Preform (dance) 5 ranks.
Feats: Combat Reflexes, Dodge, Mobility.

Class Skills
The shadowdancer's class skills (and the key ability for each) are Balance (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Preform (Cha), Profession (Wis), Search (Int), Slight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at Eaach Level: 6 + Int modifier.

Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Class Features
1st|+0|+0|+2|+0|Hide in plain sight, shadow magic|-
2nd|+1|+0|+2|+0|Evasion, darkvision, uncanny dodge|+1 level of existing class features
3rd|+2|+0|+2|+0|Shadow Illusion, living shadow|-
4th|+3|+0|+2|+0|Shadow jump 20 ft.|+1 level of existing class features
5th|+3|+0|+2|+0|Defensive roll, improved uncanny dodge|-
6th|+4|+0|+2|+0|Shadow jump 40 ft.|+1 level of existing class features
7th|+5|+0|+2|+0|Slippery mind|-
8th|+6|+0|+2|+0|Shadow jump 80 ft.|+1 level of existing class features
10th|+7|+0|+2|+0|Shadow jump 160 ft., improved evasion|+1 level of existing class features

Class Features
All of the following are features of the shadowdancer prestige class.
Weapon and Armor Proficiency: Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, short bow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields.
Hide in Plain Sight (Su): A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Shadow Bond: Shadowdancers strengthen their ties to the plane of shadow. A shadowdancer may add their class levels to their caster level strictly for the purpose of casting spells with either the cold, shadow, or darkness descriptor, using invocations and infusions of the cold, shadow, or darkness or shadow descriptor, and casting mysteries; Initiator level for maneuvers and stances of the setting sun or shadow hand discipline; Manifester level for using powers of the cold, shadow or darkness descriptor; Binder level for the purpose of binding tenebrous and spirits of the shadow constellation; Meldshaper level for the purpose of shaping soulmelds with the cold, shadow or darkness descriptor; and so on. Under no circumstance can this make something be cast, shaped, manifested, bound, ect. at a level higher than your character level.
Class Features: At each even numbered level, a shadowdancer gains class features (including spellcasting ability) and an increase in effective level as if she had also gained a level in a class to which she belonged before adding the prestige class level. She does not, however, gain the benefit of the previous class's Hit Dice, attack progression, skill points, or saving throws. If she had more than one class before becoming a shadowdancer, she must decide to which class to add each level for the purpose of determining class features.
Evasion (Ex): At 2nd level, a shadowdancer gains evasion. if exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage (such as fireball), she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.
Darkvision (Su): At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effects of a darkvision spell.
Uncanny Dodge (Ex): At 2nd level, a shadowdancer has the ability to react to danger before her senses would normally allow her to even be aware of it. She retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class (such as barbarian or rogue) the character automatically gains improved uncanny dodge (see below)
Shadow Illusion (Sp): WHen a shadowdancer reaches 3rd level, she can create visual illusion from surrounding shadows. This ability's effect is identical to that of the arcane spell silent image and may be employed once per day.
Living Shadow (Su): At 3rd level, a shadowdancer can summon a shadow or a medium shadow elemental. Unlike a normal shadow, or shadow elemental, it's alignment matches the shadowdancer's, and shadows cannot create spawn. The summoned shadow cannot be turned, rebuked or command by any third party. This shadow, be it the undead creature or the elemental, serves as a companion to the shadow ancer and can communicate intelligibly with the shadowdancer. Every 3rd level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to her companion.
If a shadow companion is destroyed, or the shadowdancers chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per class level. The shadowdancer's XP total can never go below 0 as the result of a shadow's dismissal or destruction. A destroyed or dismissed shadow or shadow elemental companion cannot be replaced for 30 days.
If the shadowdancer possesses a companion of any kind, they may choose to dismiss it and add 1/2 of the levels that contribute to advancing the familiar to the shadowdancer's effective level for the purpose of advancing their shadow or shadow elemental. A shadowdancer with levels in master of shadow maintains a single shadow elemental, but provides the hit die increases from shadowdancer as well as master of shadows, the dexterity adjustment, special abilities, and master's bidding from their master of shadow levels. Effective levels provided by the shadowdancer to a class that count towards advancing a familiar cannot be added back to the shadowdancer class for advancing their shadow or shadow elemental.
Shadow Jump (Su): At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transportation must begin and in an area with at least some shadow. A shadowdancer can jump up to a total of 20 fee each day in this way, this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. (A 6th level shadowdancer who jumps 32 feet cannot jump again until the next day.)
Defensive Roll (Ex): Starting at 5th level, a shadowdancer can roll with a potentially lethal blow to take less damage from it. Once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat, she can attempt to roll with the damage. She makes a reflex saving throw and if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can't attempt a defensive roll.
Improve Uncanny Dodge (Ex): At 5th level, a shadowdancer can no longer be flanked, since she can react to opponents on opposite sides of her as easily as she can react to a sinlge attacker. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to is that a rogue of at least four levels higher than the shadowdancer can flank her (and thus sneak attack her).
If a character gains uncanny dodge (see above) from a second class (such as barbarian or rogue), the character automatically gains improved uncanny dodge and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Slippery Mind (Ex): This ability, gained at 7th level, represents a shadowdancer's ability to wriggle free from magical effects that would otherwise control or compel her. If a shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this extra chance to succeed at her saving throw. If it fails as well, the spell's effects occur normally.
Improved Evasion (Ex): This ability, gained at 10th level, works like evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage (breath weapon, fireball, and so on). What's more, she takes only half damage even if she fails her saving throw, since her reflexes allow her to get out of harm's way with incredible speed.

After seeing someone else's attempt at a shadowdancer fix, thank you Lix Lorn, I decided to try my own. While it changes relatively little, it certainly increases their power. If you have any advice for other changes, for more or less power, then by all means say so. Constructive criticism is appreciated, as is praise.