Spectre3541
2007-10-14, 01:40 AM
OK, so this is my first attempt at designing a class. I'm pretty new to the forums, but I have been incredibly impressed with them. These have been, by far, the friendliest and most open forums I have ever been a part of. Here, goes. Let me know what you think.
The Shadow Walker
Touched with darkness from the Plane of Shadow, they hide in the darkness, emerging to strike a deadly blow and then fade into nothingness, that is the way of the Shadow Walker. Feared assassins known for their efficiency. Many have risen through the ranks of various thieves guilds to become leaders.
Abilities: Wisdom drives the Shadow Walker's abilities and allows him to use his most deadly ones more times per day. It also boosts his Will save in order to overcome the Shadow Curse. Dexterity gives him AC, since the Shadow Walker cannot wear heavier than light armor.
Role: The Shadow Walker fills a unique spot in the party. They don't have the skills of a rogue, but their Shadow Affinity ability makes them excellent scouts. At later levels, the Shadow Curse that they bestow can bring low the greatest of foes. Having sneak attack makes them excellent secondary combatants as long as there is someone else to provide flanking.
Background: Since they are touched at birth by the Plane of Shadow, ost Shadow Walkers are singled out at a young age as different. They tend to be introverted and stay away from groups and avoid bright lights and wide open spaces. Many leave home early and join a group of street toughs who can distract opponents long enough for the Shadow Walker to eliminate them. Inevitably, they rise to control these groups, becoming the de facto leader of their crew. However, they usually maintain no close attachment to anyone and have been known to willingly turn on their "friends" when it is most advantageous. A small number of older Shadow Walkers have turned to law enforcement to try to right the wrongs they committed earlier in life.
Organization: None. Since each Shadow Walker is a unique case that makes his own decisions. There is no "brotherhood" to which they are required to belong, a Shadow Walker is their own person.
Alignment: Usually Chaotic Neutral or Chaotic Evil. The very nature of the shadows which the Shadow Walker lives in are chaotic so they find it difficult if not impossible to maintain Lawful behavior for very long. Likewise, they are self-serving and maintain an uncaring attitude towards others. Some Shadow Walkers are Chaotic Good, usually taking an urban area an protecting the citizens therein. These cases are extremely rare.
Races: A Shadow Walker can be any race. The random chance that creates them does not discriminate between races.
Religion: They usually do not revere any deity, generally seeing religion as a crutch for the weak-minded.
Other Classes: Shadow Walkers get along well with any class which can prove its worth. They have no tolerance for failure or weakness. The tend to have great respect for rogues and spelltheives, seeing them almost as kinsmen.
Hit Die: d6
Class Features
Skills: Balance, Bluff, Disable Device, Disguise, Escape Artist, Hide, Jump, Listen, Move Silently, Open Lock, Search, Sleight of Hand, Spot, Tumble
Skill Points at First Level: (6+Int modifier) x 4
Skill Points at every level: 6+Int modifier
Weapon and Armor Proficiency
Shadow Walkers are proficient with all simple weapons as well as all light martial weapons. They are proficient with light armor.
Shadow Walker
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Sneak Attack +1d6, Shadow Affinity, Shadow Curse
2nd|
+1|
+0|
+3|
+3|Evasion
3rd|
+2|
+1|
+3|
+3|Sneak Attack +2d6, Shadow Curse
4th|
+3|
+1|
+4|
+4|Hide in Plain Sight
5th|
+3|
+1|
+4|
+4|Sneak Attack +3d6
6th|
+4|
+2|
+5|
+5|Darkvision 60 ft.
7th|
+5|
+2|
+5|
+5|Sneak Attack +4d6
8th|
+6/+1|
+2|
+6|
+6|Pierce the Shadows
9th|
+6/+1|
+3|
+6|
+6|Sneak Attack +5d6
10th|
+7/+2|
+3|
+7|
+7|Improved Evasion
11th|
+8/+3|
+3|
+7|
+7|Sneak Attack +6d6, Shadow Step
12th|
+9/+4|
+4|
+8|
+8|Call the Shadows
13th|
+9/+4|
+4|
+8|
+8|Sneak Attack +7d6
14th|
+10/+5|
+4|
+9|
+9|Veil of Shadow
15th|
+11/+6/+1|
+5|
+9|
+9|Sneak Attack +8d6
16th|
+12/+7/+2|
+5|
+10|
+10|Bestow Shadow Curse 3/day, Greater Pierce the Shadows
17th|
+12/+7/+2|
+5|
+10|
+10|Sneak Attack +9d6
18th|
+13/+8/+3|
+6|
+11|
+11|Touch of Shadow
19th|
+14/+9/+4|
+6|
+11|
+11|Sneak Attack +10d6
20th|
+15/+10/+5|
+6|
+12|
+12|Child of the Shadows[/table]
Sneak Attack: Functions as the rogue ability. Anytime an opponent is denied their dexterity bonus or flanked, a Shadow walker deals an extra 1d6 of damage. This damage increases as the Shadow Walker goes up in level.
Shadow Affinity (Ex): Due to their close tie to the Plane of Shadow, a Shadow Walker gains a bonus on all Hide and Move Silently checks equal to 1/2 his class level rounded up (minimum +1). A Shadow Walker does not gain the benefits of this ability if they are wearing anything more than light armor.
Shadow Curse(Su): Although they are given great power through their connection to the shadows, Shadow Walkers pay a terrible price. They are afflicted by the Shadow Curse. Any time a Shadow Walker is stunned, dazed or unconscious they must make a Will save (DC 10+ 1/2 class level) or lose a part of their soul to the shadows. While afflicted, the Shadow Walker gains one negative level that cannot be removed by any means until their soul is again complete. If another instance arises in which the Shadow Walker must make another Will save, the negative levels stack. A Shadow Walker cannot be reduced to 0 levels by this effect. If a Shadow Walker would be reduced to 0 levels by this effect, he is only tremulously attached to the mortal world. This causes him to lose all class abilities and takes a -6 on all saves until his soul is whole. However, a Shadow Walker in this condition receives a +6 on Intimidate checks to frighten people. In order to retrieve the part or parts of their soul, a Shadow Walker must seek out the being that caused their soul to be torn and either kill them or subject them to an ordeal which leaves them Panicked.
Evasion (ex): Whenever a Shadow Walker makes a Reflex save that allows half damage, they instead take no damage.
Hide in Plain Sight (Ex): As he slowly becomes infused with shadow, a Shadow Walker can hide in any situation, seeming to disappear into his own shadow. He can use the Hide skill while being observed as long as he is not in direct sunlight.
Darkvision (Ex): A Shadow Walker gains darkvision out to 60 feet.
Pierce the Shadows (Su): As a free action, a Shadow Walker can activate this ability allowing him to see through any magical darkness. This ability is usable a number of rounds per day equal to a Shadow Walker's class level.
Improved Evasion: When a Shadow Walker fails a Reflex save that would usually allow for half damage on a successful save, they still take only half damage. They still take no damage on a successful save.
Shadow Step (Su): As a free action a Shadow Walker can step between shadows. The entry and exit points may not be farther apart than 10 ft per lvl of the Shadow Walker. A Shadow Walker may use this ability a number of times per day equal to his Wisdom modifier.
Call the Shadows (Su): Three times per day, as a standard action, a Shadow Walker may create a cloud of clinging shadows centered on himself with a radius of 20 feet. All enemies within this cloud take a -2 to AC, attack rolls and saves. The cloud lasts for one round per point of Wisdom modifier.
Veil of Shadow (Su): A Shadow Walker can use a standard action to cloak themselves in a swirling cloak of shadows. This grants them 20% concealment as well as a +10 bonus on Hide checks. The veil lasts for 1 round/ point of Wis modifier. A Shadow Walker can use this ability 3 times per day
Bestow Shadow Curse (Su): Up to three times per day a Shadow Walker may bestow the shadow curse on an opponent. They must succeed at a touch attack for this ability to function. It is exactly like the shadow curse described in the Shadow Walker entry except that this can be removed completely with a Wish, Miracle or Greater Restoration Spell. The save against being cursed is Will DC = 10+ 1/2 Shadow Walker's class level+Wis modifier.
Greater Pierce the Shadows (ex): By level 16, a Shadow Walker is so in tune with the darkness that his Pierce the Shadows ability is always active.
Touch of Shadow (Su): Four times per day when a Shadow Walker delivers a successful sneak attack, he can activate this ability. When used, the total damage dealt to the target is divided in half, but the target immediately begins a slow transformation into shadow-stuff. Every round, the target takes 1d6 of Strength and Wisdom damage as their body is consumed by shadow. Once they reach zero in either stat, they die. Unless they are raised from the dead within 1d10 minutes, their body dissolves into nothingness and becomes a Shadow (see Monster Manual p. 221) or Greater Shadow based on their HD. At this point, only a True Resurrection, Wish or Miracle spell can bring the target back to life. Every round after they are struck, the target may make a Fortitude save DC 10+ 1/2 Shadow Walker's class level + Wis modifier. While their body is wasting away, the target takes a -4 to all attacks and saves and is considered Exhausted. These conditions cease immediately on a successful save.
Child of the Shadows (ex): Upon reaching 20th level, a Shadow Walker is truly one with the darkness. He is constantly surrounded by a 20 foot radius aura of dimness and all creatures must make a Will save DC 10 + Wis modifier or be shaken for the duration of the encounter. As a move action, the Shadow Walker can put out any non-magical lights within this radius. The Shadow Walker gains a touch attack that drains 1d4 levels. This functions as the spell Enervation at a caster level equal to 1/2 the Shadow Walker's class level. This is usable 2 times per day.
EDIT: fixed save DC's and made the class generally less dependent on Wisdom. I think it's an improvement. Seems more balanced. Any more suggestions?
Whew. There it is. I really hope it meets with approval. Let me know what you think! Enjoy
The Shadow Walker
Touched with darkness from the Plane of Shadow, they hide in the darkness, emerging to strike a deadly blow and then fade into nothingness, that is the way of the Shadow Walker. Feared assassins known for their efficiency. Many have risen through the ranks of various thieves guilds to become leaders.
Abilities: Wisdom drives the Shadow Walker's abilities and allows him to use his most deadly ones more times per day. It also boosts his Will save in order to overcome the Shadow Curse. Dexterity gives him AC, since the Shadow Walker cannot wear heavier than light armor.
Role: The Shadow Walker fills a unique spot in the party. They don't have the skills of a rogue, but their Shadow Affinity ability makes them excellent scouts. At later levels, the Shadow Curse that they bestow can bring low the greatest of foes. Having sneak attack makes them excellent secondary combatants as long as there is someone else to provide flanking.
Background: Since they are touched at birth by the Plane of Shadow, ost Shadow Walkers are singled out at a young age as different. They tend to be introverted and stay away from groups and avoid bright lights and wide open spaces. Many leave home early and join a group of street toughs who can distract opponents long enough for the Shadow Walker to eliminate them. Inevitably, they rise to control these groups, becoming the de facto leader of their crew. However, they usually maintain no close attachment to anyone and have been known to willingly turn on their "friends" when it is most advantageous. A small number of older Shadow Walkers have turned to law enforcement to try to right the wrongs they committed earlier in life.
Organization: None. Since each Shadow Walker is a unique case that makes his own decisions. There is no "brotherhood" to which they are required to belong, a Shadow Walker is their own person.
Alignment: Usually Chaotic Neutral or Chaotic Evil. The very nature of the shadows which the Shadow Walker lives in are chaotic so they find it difficult if not impossible to maintain Lawful behavior for very long. Likewise, they are self-serving and maintain an uncaring attitude towards others. Some Shadow Walkers are Chaotic Good, usually taking an urban area an protecting the citizens therein. These cases are extremely rare.
Races: A Shadow Walker can be any race. The random chance that creates them does not discriminate between races.
Religion: They usually do not revere any deity, generally seeing religion as a crutch for the weak-minded.
Other Classes: Shadow Walkers get along well with any class which can prove its worth. They have no tolerance for failure or weakness. The tend to have great respect for rogues and spelltheives, seeing them almost as kinsmen.
Hit Die: d6
Class Features
Skills: Balance, Bluff, Disable Device, Disguise, Escape Artist, Hide, Jump, Listen, Move Silently, Open Lock, Search, Sleight of Hand, Spot, Tumble
Skill Points at First Level: (6+Int modifier) x 4
Skill Points at every level: 6+Int modifier
Weapon and Armor Proficiency
Shadow Walkers are proficient with all simple weapons as well as all light martial weapons. They are proficient with light armor.
Shadow Walker
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Sneak Attack +1d6, Shadow Affinity, Shadow Curse
2nd|
+1|
+0|
+3|
+3|Evasion
3rd|
+2|
+1|
+3|
+3|Sneak Attack +2d6, Shadow Curse
4th|
+3|
+1|
+4|
+4|Hide in Plain Sight
5th|
+3|
+1|
+4|
+4|Sneak Attack +3d6
6th|
+4|
+2|
+5|
+5|Darkvision 60 ft.
7th|
+5|
+2|
+5|
+5|Sneak Attack +4d6
8th|
+6/+1|
+2|
+6|
+6|Pierce the Shadows
9th|
+6/+1|
+3|
+6|
+6|Sneak Attack +5d6
10th|
+7/+2|
+3|
+7|
+7|Improved Evasion
11th|
+8/+3|
+3|
+7|
+7|Sneak Attack +6d6, Shadow Step
12th|
+9/+4|
+4|
+8|
+8|Call the Shadows
13th|
+9/+4|
+4|
+8|
+8|Sneak Attack +7d6
14th|
+10/+5|
+4|
+9|
+9|Veil of Shadow
15th|
+11/+6/+1|
+5|
+9|
+9|Sneak Attack +8d6
16th|
+12/+7/+2|
+5|
+10|
+10|Bestow Shadow Curse 3/day, Greater Pierce the Shadows
17th|
+12/+7/+2|
+5|
+10|
+10|Sneak Attack +9d6
18th|
+13/+8/+3|
+6|
+11|
+11|Touch of Shadow
19th|
+14/+9/+4|
+6|
+11|
+11|Sneak Attack +10d6
20th|
+15/+10/+5|
+6|
+12|
+12|Child of the Shadows[/table]
Sneak Attack: Functions as the rogue ability. Anytime an opponent is denied their dexterity bonus or flanked, a Shadow walker deals an extra 1d6 of damage. This damage increases as the Shadow Walker goes up in level.
Shadow Affinity (Ex): Due to their close tie to the Plane of Shadow, a Shadow Walker gains a bonus on all Hide and Move Silently checks equal to 1/2 his class level rounded up (minimum +1). A Shadow Walker does not gain the benefits of this ability if they are wearing anything more than light armor.
Shadow Curse(Su): Although they are given great power through their connection to the shadows, Shadow Walkers pay a terrible price. They are afflicted by the Shadow Curse. Any time a Shadow Walker is stunned, dazed or unconscious they must make a Will save (DC 10+ 1/2 class level) or lose a part of their soul to the shadows. While afflicted, the Shadow Walker gains one negative level that cannot be removed by any means until their soul is again complete. If another instance arises in which the Shadow Walker must make another Will save, the negative levels stack. A Shadow Walker cannot be reduced to 0 levels by this effect. If a Shadow Walker would be reduced to 0 levels by this effect, he is only tremulously attached to the mortal world. This causes him to lose all class abilities and takes a -6 on all saves until his soul is whole. However, a Shadow Walker in this condition receives a +6 on Intimidate checks to frighten people. In order to retrieve the part or parts of their soul, a Shadow Walker must seek out the being that caused their soul to be torn and either kill them or subject them to an ordeal which leaves them Panicked.
Evasion (ex): Whenever a Shadow Walker makes a Reflex save that allows half damage, they instead take no damage.
Hide in Plain Sight (Ex): As he slowly becomes infused with shadow, a Shadow Walker can hide in any situation, seeming to disappear into his own shadow. He can use the Hide skill while being observed as long as he is not in direct sunlight.
Darkvision (Ex): A Shadow Walker gains darkvision out to 60 feet.
Pierce the Shadows (Su): As a free action, a Shadow Walker can activate this ability allowing him to see through any magical darkness. This ability is usable a number of rounds per day equal to a Shadow Walker's class level.
Improved Evasion: When a Shadow Walker fails a Reflex save that would usually allow for half damage on a successful save, they still take only half damage. They still take no damage on a successful save.
Shadow Step (Su): As a free action a Shadow Walker can step between shadows. The entry and exit points may not be farther apart than 10 ft per lvl of the Shadow Walker. A Shadow Walker may use this ability a number of times per day equal to his Wisdom modifier.
Call the Shadows (Su): Three times per day, as a standard action, a Shadow Walker may create a cloud of clinging shadows centered on himself with a radius of 20 feet. All enemies within this cloud take a -2 to AC, attack rolls and saves. The cloud lasts for one round per point of Wisdom modifier.
Veil of Shadow (Su): A Shadow Walker can use a standard action to cloak themselves in a swirling cloak of shadows. This grants them 20% concealment as well as a +10 bonus on Hide checks. The veil lasts for 1 round/ point of Wis modifier. A Shadow Walker can use this ability 3 times per day
Bestow Shadow Curse (Su): Up to three times per day a Shadow Walker may bestow the shadow curse on an opponent. They must succeed at a touch attack for this ability to function. It is exactly like the shadow curse described in the Shadow Walker entry except that this can be removed completely with a Wish, Miracle or Greater Restoration Spell. The save against being cursed is Will DC = 10+ 1/2 Shadow Walker's class level+Wis modifier.
Greater Pierce the Shadows (ex): By level 16, a Shadow Walker is so in tune with the darkness that his Pierce the Shadows ability is always active.
Touch of Shadow (Su): Four times per day when a Shadow Walker delivers a successful sneak attack, he can activate this ability. When used, the total damage dealt to the target is divided in half, but the target immediately begins a slow transformation into shadow-stuff. Every round, the target takes 1d6 of Strength and Wisdom damage as their body is consumed by shadow. Once they reach zero in either stat, they die. Unless they are raised from the dead within 1d10 minutes, their body dissolves into nothingness and becomes a Shadow (see Monster Manual p. 221) or Greater Shadow based on their HD. At this point, only a True Resurrection, Wish or Miracle spell can bring the target back to life. Every round after they are struck, the target may make a Fortitude save DC 10+ 1/2 Shadow Walker's class level + Wis modifier. While their body is wasting away, the target takes a -4 to all attacks and saves and is considered Exhausted. These conditions cease immediately on a successful save.
Child of the Shadows (ex): Upon reaching 20th level, a Shadow Walker is truly one with the darkness. He is constantly surrounded by a 20 foot radius aura of dimness and all creatures must make a Will save DC 10 + Wis modifier or be shaken for the duration of the encounter. As a move action, the Shadow Walker can put out any non-magical lights within this radius. The Shadow Walker gains a touch attack that drains 1d4 levels. This functions as the spell Enervation at a caster level equal to 1/2 the Shadow Walker's class level. This is usable 2 times per day.
EDIT: fixed save DC's and made the class generally less dependent on Wisdom. I think it's an improvement. Seems more balanced. Any more suggestions?
Whew. There it is. I really hope it meets with approval. Let me know what you think! Enjoy