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View Full Version : D&D 3.x Class Base Prestige classes (Shadowdancer)



Jormengand
2014-03-16, 01:00 AM
Fatal error at line 1: Witty comment not found.


The Shadowdancer
LevelBABFortRefWillSpecial
1st+0+0+2+0Hide in Plain Sight
2nd+1+0+3+0Shadowstorm +1, Evasion, Darkvision, Uncanny Dodge
3rd+2+1+3+1Shadow Illusion
4th+3+1+4+1Shadow Jump 20ft.
5th+3+1+4+1Defensive roll, Improved Uncanny Dodge
6th+4+2+5+2Shadow Jump 40ft.
7th+5+2+5+2Slippery Mind
8th+6/+1+2+6+2Shadow Jump 80ft.
9th+6/+1+3+6+3Shadowstorm +2, Shadow Conjuration 1/day, Summon Shadow 3HD
10th+7/+2+3+7+3Shadow Warrior, Improved Evasion, Shadow Jump 160ft.
11th+8/+3+3+7+3Shadow Evocation 1/day, Summon Shadow 5HD
12th+9/+4+4+8+4Shadow Conjuration 2/day, Shadow Jump 320ft.
13th+9/+4+4+8+4Greater Shadow Conjuration, Summon Shadow 7HD
14th+10/+5+4+9+4Shadow Evocation 2/day, Shadow Jump 640ft.
15th+11/+6/+1+5+9+5Greater Shadow Evocation, Shadow Conjuration 3/day, Summon Shadow 9HD
16th+12/+7/+2+5+10+5Shadowstorm +3, Shadow Jump 1280ft.
17th+12/+7/+2+5+10+5Shades, Shadow Evocation 3/day, Summon Shadow 11HD
18th+13/+8/+3+6+11+6Shadow Conjuration 4/day, Shadow Jump 2560ft.
19th+14/+9/+4+6+11+6Summon Shadow 13HD
20th+15/+10/+5+6+12+6Shadow Master, Shadow Evocation 4/day, Shadow Jump 5120ft.

Alignment: Any
Hit Die: 1d8

Class Skills:
The shadowdancer’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier


Weapon and Armor Proficiency
Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (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.

Evasion (Ex)
At 2nd level and higher, a shadowdancer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the shadowdancer is wearing light armor or no armor. A helpless shadowdancer does not gain the benefit of evasion.

Darkvision (Su)
At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effect of a darkvision spell.

Uncanny Dodge (Ex)
Starting at 2nd level, a shadowdancer 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, the character automatically gains improved uncanny dodge (see below).

Shadowstorm (Ex)
At 2nd level, the shadowdancer can fire faster while she has cover from the shadows. While in a shadow or other area of low light, the shadowdancer may make an additional attack with any ranged weapon she wields. This extra shot may never claim bonus damage dice for being a sneak attack.

The shadowdancer may make a second attack under these circumstances at level 9, but at a -5 penalty, and a third at level 16 at a -10 penalty.

Shadow Illusion (Sp)
When a shadowdancer reaches 3rd level, she can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.

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 transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 20 feet 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 feet 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.

Defensive Roll (Ex)
Starting at 5th level, once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) 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.

Improved Uncanny Dodge (Ex)
At 5th level, a shadowdancer can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue 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 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)
At 7th level, 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 one extra chance to succeed at her saving throw. If it fails as well, the spell’s effects occur normally.

Summon Shadow (Su)
At 9th level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion. Upon reaching 9HD, it becomes a greater shadow, with all that entails.

Shadow Conjuration (Sp)
Once per day at ninth level and every third level thereafter the shadowdancer may use shadow conjuration as a spell-like ability.

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. What’s more, she takes only half damage even if she fails her saving throw.

Shadow Warrior (Su)
At tenth level, the Shadowdancer can create a powerful doppelganger from the shadows. The doppelganger is only actually 50% real, and has half the shadowdancer's health, and deals half as much damage as the shadowdancer. It cannot use the shadowdancer's (Su) and (Sp) abilities at all (nor spells gained from another class), though it can use (Ex) abilities and feats normally (though they deal half damage). It can take skill checks, though skill bonuses for intelligence- and charisma-based skills are halved, as is the bonus to the Open Lock skill. Other skills are not affected, and are made normally.

The shadowdancer may only call the Shadow Warrior once per day, but it lasts until slain or the shadowdancer recoups her daily use.

Shadow Evocation (Sp)
Once per day at eleventh level and every third level thereafter the shadowdancer may use shadow evocation as a spell-like ability.

Greater Shadow Conjuration (Sp)
Once per day at thirteenth level the shadowdancer may use greater shadow conjuration as a spell-like ability.

Greater Shadow Evocation (Sp)
Once per day at fifteenth level the shadowdancer may use greater shadow evocation as a spell-like ability.

Shades (Sp)
Once per day at seventeenth level the shadowdancer may use shades as a spell-like ability.

Shadow Master (Su)
At twentieth level, so long as the Shadowdancer doesn't have a Shadow Warrior summoned, she can summon the far deadlier Shadow Master. The Shadow Master is 75% real, having fully three quarters of the shadowdancer's health and dealing three quarters of the amount of damage. In many ways it is more real than that, as it can use skill checks and (Su) and (Sp) abilities or even spells completely unhindered, though it draws from the shadowdancer's daily uses of such abilities.

The shadowdancer may call the Shadow Master once per day, and may still call a Shadow Warrior when she does not have one summoned. Like the Shadow Warrior, the Shadow Master lasts until slain.

The Dragon
2014-03-16, 06:14 AM
What combat style are you envisioning for these from level one through eight?

Your weapon proficiencies seem to indicate that you want them to shoot or wield two weapons, but I'm sure you know that wont work.

If you don't want to give them any offensive abilities, at least give them full BaB so they can power attack with a morningstar in two hands or a quarterstaff.

At present, this class is exactly one level long: rogues and ninja's can use it to get HiPS at level two.

Jormengand
2014-03-16, 06:26 AM
What combat style are you envisioning for these from level one through eight?

Your weapon proficiencies seem to indicate that you want them to shoot or wield two weapons, but I'm sure you know that wont work.

If you don't want to give them any offensive abilities, at least give them full BaB so they can power attack with a morningstar in two hands or a quarterstaff.

At present, this class is exactly one level long: rogues and ninja's can use it to get HiPS at level two.

Hmm. Good point.

I'll add some things to make archery worthwhile.

The Dragon
2014-03-16, 07:27 AM
If it were me, I'd give them darkstalker as a bonus feat and sudden strike progression as a ninja.

Now they pretty much have to play snipers, although that might not be a desireable goal.