PrC: Shadowdancer (added flavor)

seasong

First Post
In this thread, there was a comment about how the shadowdancer lacked flavor. Got me to thinking - I like a lot of the mechanics of the PrC, but the flavor leaves me flat - and I decided to do a write up of the PrC as it would have been written if I ruled the world.

Thinking's dangerous for me.

Anyway, here it is: a little fishy's rewrite of the shadowdancer, mit flava. This assumes a semi-generic D&D world. Also note that I changed some of the special abilities around, and rewrote some of them for flavor.

All feedback welcome!

Shadowdancer

Special thanks to: maddman75, for bringing this terrible crime to my attention, and to hairo, Hashmalum, Quip and Steveroo for encouragement and commentary.

The Order of Shadow

Anyone can hide in shadows. On cloudy nights, potholes in the road become impenetrable wells, alleys become cthonian depths, dark shapes become impossible to make out against their background. Dressed in dark, drab colors, a person can be invisible in the deeper shadows.

But there is more to shadows than simply tricks of light.

As there are portals to elemental earth in the depths of the underdark, to elemental fire in the hearts of volcanoes, to elemental air in the upper reaches of the atmosphere, and elemental water in the darkest canyons of the ocean... so, too, there is a portal to elemental shadow in the darkest of places. The Order of Shadow developed around one such portal, (they believe the only one) and they guard it jealously.

This portal is the heart of the Order, the source of their secret. For the members of the Order take part of that darkness into themselves, and then train in darkness until they learn to carry that small bit of it with them, even in brightest day, allowing them to draw upon the plane of shadow.

An example portal:
In the heart of a great city, where the deepest sewers connect to the underwater rivers that helped form them, a great lake conceals a water-filled tunnel down into abyssal darkness. Down, down it goes, into narrow, tiny caverns that twist away from the faint light trickling from above. And then, a trapped pocket of air in a fortuitous turn opens into a tiny lake. Here, no light exists, nor can it. The back of the cavern disappears into deepest black.

What role the Order of Shadow plays in your world can vary substantially. They could be an elite division of a thieves' guild, a shadow-worshipping cult, or a clan of ninjas, all without much change. Here is an example Order:
Elite Thieves: A thieves' guild is often organized around specialized divisions, orders, affiliations, etc. For example, a proper underground organization will often have a Head of Assassins and his small collection of skilled killers, a fencing division, several smuggling lords, and so on. The Order of Shadow is one such division, and like most such cliques, they keep certain secrets to themselves.

The Order of Shadow formed around a lieutenant in the burglary division who stumbled across the shadow plane secrets, a century or more ago. As he grew in power (crafting illusions from shadows, stepping through walls, and disappearing from plain sight) his reputation in the guild grew, until many were clamoring to apprentice to him. His apprentices formed the core of the Order of Shadow (and some are rumored to still be alive today).

In order to gain influence, more apprentices had to be taken on, but at the same time, they wished to remain small, rather than spread their power too thinly or become commonplace. So the outer, "false" order was created. The outer order believes they are being taught the deep secrets, but are in fact simply highly skilled rogues; the inner order learns the true mastery of shadow.

The goals of the Order are fairly straightforward - maintain profit margins, maintain secrecy, maintain political power in the guild. Potential initiates must first be members of the thieves' guild, although the Order may sponsor talented individuals so they can invite them.
You can just as easily have the Order of Shadow be gypsy shadow illusionists (with the summoned shadows acting as black clad stage assistants, and the portal in a secret place known only to them), an evil cult bent on extinguishing the sun (who focus on stealth and skullduggery to achieve their goals), an order of assassins (swapping some thief abilities for assassin poison use and such), an Order of Royal Spies for the small kingdom of Shadow Mountain, and so on. The following assumes the examples given (the thieves guild Order, and the submerged portal), and may require some tweaking or alteration for your specific campaign.

Initiation

The Order of Shadow looks for individuals who feel comfortable in the dark, who cling to shadows and avoid notice, and who match the Order's own goals (as thieves, cult, ninjas, or whatever else you decide they do). When it finds them, the Order rarely approaches them directly, instead sending a patsy from its "non-inner circle" to approach the individual.

The Order maintains a second "order" of members who believe they are part of something more substantial, who master the skills of hiding, slipping from shadow to shadow. They are often quite competent masters of concealment... but they are not the true Order. Initiates who did well, but not well enough to join the true Order, are offered a place in this one.

Once the offer is made, the initiate is tested in several ways. She must demonstrate the prereq skills, typically in a deeply shadowed labrinth - there are patches of magical darkness, and the Initiate is watched for comfortableness in those zones, as well as skill in avoiding the light and making sounds. She will also be tested for the agility and grace of a dancer, as the Order focuses on a long series of memorized movements to train. Finally, they look for indications that the individual's goals and personality will match with those of the Order.

An initiate who does adequately is inducted into the outer, false Order; an initiate who truly succeeds is also inducted, and is then approached to "take the next step"... and sworn to secrecy. If the next step is accepted, there is no turning back - you succeed or die, as you will know too much.

The test is simple. They bring the initiate down to the cavern pool, hand the subject a heavy rock, and tell her that she must go down a hole at the bottom of the pool, find her way to the chamber, and retrieve a smooth, opal sphere from there. She must then return to the surface with it. If she returns without it, she is told that she will be killed.

Some additional conditions: No equipment is allowed, dispel magic is cast immediately prior, anti divination magics are constantly maintained in the depths below, and even darkvision can not penetrate the darkness at the deepest parts of the tunnel. To most initiates, it looks like a complicated way to voluntarily wear concrete boots.

Note: "seemingly impossible" tests have a long and grand tradition in secret fraternities; in practice, this test is relatively uncomplicated - it is testing the initiative's mastery of her fears, and ability to choose to trust her superiors within the Order (whether she trusts them under most conditions or not). It also establishes bonds between those who have gone through the initiation versus those who have not; in a lighter-hearted Order, they may even go out for beers afterward.

In reality, it is pretty much a straight drop until you hit a patch of floor. The GM may wish to describe the "appearance of impossibly deeper darkness, just ahead". There is also a shadowdancer spell caster in the target cavern who is watching the initiate - if the initiate makes it to the bottom but is having problems, the shadowdancer will help them get to the cavern itself. The shadowdancer also has air bladders handy, and anything else you feel might be necessary.

This is both test and initiation. The opal is more than just a stone, it is a bit of elemental shadow, earned by the initiate's journey. When the initiate returns to the surface with it, she is told to swallow it, and upon swallowing it, becomes a shadowdancer.

Flickering Shadows

Once initiated, the new member of the Order trains (for a dramatically appropriate time period) in actual shadowdancing, to learn to use her new connection to the darkness. Consisting of a series of one thousand movements, each precisely aligned, constitutes the core of the shadowdancer's "dance"... although it more closely resembles a complex and graceful martial art.

The movements serve to align the shadowdancer's life force with shadow, increasing her power, and also as an enhancement and aid to fighting and sneaking. Many of the movements, stripped of the moves on either side, train the muscles to stealthy movement and evasive stances.

Done in order, and quickly, the shadowdancer can become one with the movements, and resembles a dancing, flickering flame... if fire were dark.

Note: The outer, false order also learns this dance, but they do not learn the deeper secrets associated with it, which require swallowing the opal to tap. Instead, it functions as an alternate training method for the rogue class; thus, someone who was a member of the outer order for a considerable while (as a rogue) and then did something to get invited into the inner Order would already have many of the mundane rogue abilities given by the dance.

Being A Shadowdancer

The specific goals of the Order will vary from setting to setting, but at their heart, shadowdancers seek to remain hidden, to ferret out the secrets hidden in dark places, and to master their own connection to elemental shadow. To the shadowdancer, stepping into shadows is an almost electric experience, and the proximity of darkness is both comforting and pleasurable. Shadows no longer hide, but reveal things that others never see, and provide a rush of power others never experience.

System Mechanics
Hit Die: 1d8.
Requirements: Move Silently 8+ ranks, Hide 10+ ranks, Perform 5+ ranks.
Special: Pass the tests, match the goals of the Order, and generally seem like "the right type" per the flavor text.
Class Skills: Balance, Bluff, Decipher Script, Diplomacy, Disguise, Escape Artist, Hide, Jump, Listen, Move Silently, Perform, Pick Pocket, Profession, Search, Spot, Tumble, and Use Rope.
Skill Points Per level: 6 + INT.
Arms/Armor: 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.
Code:
[color=skyblue]Lvl BAB     Fort    Ref     Will    Special
1   +0      +0      +2      +0      Fade Into Shadows
2   +1      +0      +3      +0      Darkvision, 1 special ability
3   +2      +1      +3      +1      Shadow Illusion, Summon Shadow
4   +3      +1      +4      +1      Shadow Jump
5   +3      +1      +4      +1      1 special ability
6   +4      +2      +5      +2      Summon +1 Shadow
7   +5      +2      +5      +2      Slippery Mind
8   +6      +2      +6      +2      1 special ability
9   +6      +3      +6      +3      Summon +1 Shadow
10  +7      +3      +7      +3      1 special ability[/color]
Fade Into Shadows: Normally, if a character steps into shadows and attempts to hide, anyone who is watching them can still make them out in the shadows. For the shadowdancer, however, stepping into shadows is to become one with them, blending into the darkness seamlessly. If there are shadows sufficient to hide in, the shadowdancer may attempt a Hide check regardless of whether others are watching or not.

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

Shadow Illusion (Su): Starting at 3rd level, the shadowdancer masters the ability to craft illusions from shadow. The shadowdancer casts as a 1st level wizard, for the illusion school only. Each level after 3rd, add +1 caster level. Spells which produce light can not be learned (dancing lights, color spray, continual flame, rainbow pattern). All illusions gain +2 DC (to save, resist, disbelieve, etc.) when cast in dimly lit areas, and -2 DC when cast in bright or sunny areas.

As an option, the GM may rule that this ability stacks with normal spell caster levels, for illusion only. This makes the class considerably more attractive to illusionists, but complicates spell tracking. The class doesn't need this - it's already attractive to non-illusionists - but it similarly won't be overpowered by adding it.

Shadow Companion (Su): At 3rd level, a shadowdancer can summon a shadow companion. This uses the stats for a shadow (an undead shade), but is not undead, is unable to create spawn, and its alignment matches that of the shadowdancer. The shadow companion cannot be turned, rebuked, or commanded by any third party. It serves as a companion to the shadowdancer and can communicate intelligibly with her. Every third level gained by the shadowdancer allows her to summon an additional shadow companion and adds +2 HD (and the requisite base attack and base save bonus increases) to all of her shadow companions. Appearance is highly variable, and generally suits the personality of the shadowdancer, whether as a flitting raven or a dim shade.

If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a Fortitude saving throw (DC 15). 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 prestige class level. The shadowdancer’s experience can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for a year and a day.

Shadow Jump (Su): At 4th level, the 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 sufficient shadow for the Fade Into Shadow ability. The shadowdancer can jump up to a total of 20 feet each day in this way, although this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels thereafter, the distance a shadow_dancer can jump each day doubles (40 feet at 6th level, 80 feet at 8th level, and 160 feet at 10th level). 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.)

Slippery Mind (Ex): This extraordinary ability, gained at 7th level, represents the shadowdancer’s ability to wriggle free from magical effects that would otherwise control or compel her. If the 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 proceed normally.

Special Abilities (Ex): The shadowdancer may select one rogue ability: Sneak Attack +1d6, Evasion, Uncanny Dodge (each time, increase by one stage), Defensive Roll, Improved Evasion. Although the 1,000 steps include all of these, different shadowdancers choose to master different aspects of it.
 
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I don't have my DMG handy to compare the crunchy elements, but your shadowdancer's flavor is very cool. You did a good job of keeping things generic enough to be easily slotted into most campaigns, but flavorful enough to be useful. Nice work -- I'll probably wind up using this in my next campaign. :)
 

I increased how powerful Shadow Illusion was (it used to be silent image as a supernatural ability), made the rogue special abilities a bit more flexible (but fewer in number), and clarified the Shadow Companion ability. I think the skill list could probably stand some adjustment, but I'm not so good at coming up with skill lists.

As for flavor, thank you! That was exactly my intent.
 

Another note regarding the rules aspect: a person could pretty easily use the unmodified shadowdancer from the DMG, and just substitute the flavor text above. I only messed with the PrC stats because I had a few minor quibbles, and to make it seem a bit more "cool" and less "rogue w/weird shadow jump feat".
 

Just in case there wasn't enough already, I sketched out a thieves' guild example of how to incorporate the Order of Shadow (and its shadowdancers) in a campaign setting.
 

Good job! I always hated the Shadowdancer PrC and banned it because it made no damn sense at all. Now I think I'll probably use your version instead.
 


Very nice! :)

But, what if the character was previously a wizard? Does the spellcasting stack, for illusion only? If so, this class looks very nice for a rogue/illusionist. I'd say mention whether previous wizard levels stack, and if so disallow anyone with illusion as a barred school from taking the PrC (or even any other specialization but illusion).
 

Sorry, Seasong, me no like (and I usually like the stuff that you write)! I have too many quibbles with your version!...

For starters, there is no "one entrance" to the plane of shadow, any more than there is only one to the Positive/Negative Material, so you lost my suspension of disbelief, right there. If the Plane of Shadow was only accessible from one hidden cave, then these powers should only work IN that cave - hence, no Prestige Class.

The first test (getting through an enemy and trap-filled maze while blindfolded) seems un-thought-out, to me. Can you Search for traps while blinded? Even if you can, is Disarm Traps a requirement for Shadowdancers? What about Blind-fight? No? Then why have to face a situation that calls for them?

Next, the whole swimming thing... NO WAY I can swallow that. Swimming is not a requirement for the class, and NOT having swimming pretty much makes sure that you can't move around, once you sink to the bottom, so you'll soon drown... and I really don't see the class benefits as worth the risk of PC death.

Then there's the problem of Nitrogen Narcosis, which occurs after you've descended 30 or more feet. This "Rapture of the Deep" will be making you hallucinate while you're down there, looking for the right cave...

And do they give you directions to it? The flavor text doesn't say. Is the Initiate in the cave prepared to swin out and save you with an air bladder, or do they let you drown? Is the initiate watching you while you're in the boat, ready to zap you if you decide to kill these knuckleheads who threaten to fill you full of arrows if you come up for a breath? Is it all just scare tactics, or do they kill the "unworthy"? We don't know.

So, you sink like a rock (with a rock), try to hold your breath (hope you have a good CON!), then try to move around, possibly sans Swim skills, and certainly sans Freedom of Movement. Depending upon how deep you are, how far you have to move (at what, one-quarter speed?), and whether or not there is any light down there (none of these questions are answered), your chances of dying are pretty doggone good!

But let's assume you get lucky, you have some swim, you land right on top of the cave, and you're somehow not hallucinating, yet. You stumble into the cave, and the Initiate tells you you've passed, hands you the opal and air bladder, and tells you to catch your breath before returning to the surface... You do, and rise quickly to the surface, test complete!...

...And then, of course, the bends set in, and you die!

Nope, being a Shadowdancer for all of two minutes, while my PC's brain explodes, just aint worth it, to me. I attack the two knuckleheads in the boat with me, fill their bodies full of arrows, give THEM the rocks, and toss them overboard. I'll let them go down there, while I row the boat back to shore and get outta this nutty city!

Aaagh!

So, this doesn't work for me. I'd need to remove the whole cavern and swimming scenario, and the previous trap-and-enemy-filled maze. After that, little of the "flava" would be left.

It always seemed to me that the Shadowdancer was based upon "The Shadow" (of radio fame), and Zelazny's "Jack of Shadows". The DMG description always suggested a more Gypsy feel, to me, as did the inclusion of such odd skills as Perform (for the "dancing", I assume).

I think the version, here, limits the class too much to Rogues, only, whereas the original did not (although the skill requirements make it hard for anyone else to qualify). The trap-filled maze, especially.

I did like the explanation of the thousand moves, though. I'm sure there were other good elements, if you could swallow the initial premise. I just never could, for all of the reasons given above.

Good work anyway, though... Most others seemed to like it! ;)

[Edit: Typos!]
 
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Wow... months later, more responses! :D.

Sorry, Seasong, me no like (and I usually like the stuff that you write)! I have too many quibbles with your version!...
No worries :). I have some quibbles with your quibbles, so I think we're even :D.

For starters, there is no "one entrance" to the plane of shadow, any more than there is only one to the Positive/Negative Material, so you lost my suspension of disbelief, right there. If the Plane of Shadow was only accessible from one hidden cave, then these powers should only work IN that cave - hence, no Prestige Class.

Well, for starters, it's not an entrance, but a portal :). In system terms, that's meaningful - you can enter or access the plane of shadow from anywhere, magically, but a permanent portal that allows anyone to walk through without extra magic only exists in special places.

Shadow spells work anywhere; so does this prestige class. Portals only work in the place the portal is opened; hence the cave.

Of course, there was always the intimation that other portals may exist (the Order of Shadow believes they have the only one, of course), and someone else could concievably create a new prestige class built on travelling to shadow by a route other than a portal. Or, for your campaign, you could make it a more personal PrC (rather than organization-based), and simply state that a character must have the prereqs and then find some way into shadow... which could be the portal I describe, or as simple as hiring a high level wizard.

The first test (getting through an enemy and trap-filled maze while blindfolded) seems un-thought-out, to me. Can you Search for traps while blinded? Even if you can, is Disarm Traps a requirement for Shadowdancers? What about Blind-fight? No? Then why have to face a situation that calls for them?

You are correct; the first test is not as thematic as the rest of it. I'll see what I can do to think up some better testing procedures :).

Next, the whole swimming thing... NO WAY I can swallow that.

Well, the whole point is to not swallow.. ;)

Swimming is not a requirement for the class, and NOT having swimming pretty much makes sure that you can't move around, once you sink to the bottom, so you'll soon drown... and I really don't see the class benefits as worth the risk of PC death.

Almost all of your objections to the swimming seem to stem from three fundamental things:

1) You want me to write complete rules for the test, including a whole new set of rules for swimming, exact depths, etc. In short, you want a location encounter written up for your campaign, with all of the specific details that entails, as opposed to some flavor text. If I write up a 32 page version of the shadowdancer for publishing, sure, I'll do that. I'll even throw in some variant Orders, tests, etc. for different kinds of Orders of Shadow, a variant PrC for "loner" shadowdancers, and a bunch of new magic items and illusion spells they have access to.

Also note: I wrote this with the core rules in mind. I did not write it with house rules for bends or oxygen narcosis in mind! D&D is a world where teleporting from the center of the earth to the surface of the earth does not cause your ear drums to shatter. A world where the elemental plane of fire does not ruin your sword edges. A world where people heal from even the most grievous injuries in a maximum of 10 days.

I think we can safely assume that human biology is sufficiently different that we can ignore the real world effects of the bends and nitrogen narcosis.

2) I wrote this to be adaptable to your specific campaign. That means I left some things undefined, because defining them would cut out a variety of campaign styles. An evil cult Order of Shadow would likely have an immensely harsh swim test, diving hundreds of feet and giving nightmares for years; a casual group of elite thieves might have a depth of 50 ft and take the initiate out for beers afterward, a mere hazing ritual. The default isn't very dangerous, but I left the specifics of how dangerous it is up to you. Apparently, "up to you" translates to "impossible" in your mind :).

3) The default test is not very dangerous, but you think it is incredibly dangerous. Part of this is because you are using house rules, wherein I am not; I can't help you there :). Part of this is because I wrote this from the perspective of seemingly "impossible" tests... a long and grand tradition in secret fraternities. I generally assumed that my readers would be familiar with that sort of idea, so I didn't elaborate much.

I'll correct that when I correct the first test, which you correctly pointed out is not very flavorful.

A few things I haven't covered above:

And do they give you directions to it? The flavor text doesn't say.

Sure it does. Per the text:

"tell her that she must go down the hole, find her way to the chamber, and retrieve a smooth, opal sphere from there."

"To most initiates, it looks like a complicated way to voluntarily wear concrete boots."

"there is a shadowdancer spell caster in the cavern below who will help the initiate once they make it all the way down"

It should look impossible to the character. In practice, it's straight down with a rock, then being guided by the shadowdancer.

Is it all just scare tactics, or do they kill the "unworthy"? We don't know.

Sure you do. You're just expecting me to tell you how to run your Order of Shadow :). I have suggestions, of course, and those are in the text.

Depending upon how deep you are, how far you have to move (at what, one-quarter speed?), and whether or not there is any light down there (none of these questions are answered), your chances of dying are pretty doggone good!

"Down, down it goes, into narrow, tiny caverns that twist away from the faint light trickling from above. And then, a trapped pocket of air in a fortuitous turn opens into a tiny lake. Here, no light exists, nor can it. The back of the cavern disappears into deepest black."

As for how far you have to move, that is up to you. I suggest tailoring it to the abilities of your PCs.

It always seemed to me that the Shadowdancer was based upon "The Shadow" (of radio fame), and Zelazny's "Jack of Shadows". The DMG description always suggested a more Gypsy feel, to me, as did the inclusion of such odd skills as Perform (for the "dancing", I assume).

I agree. And the mechanics of this class work decently for that. However, I based the flavor text here on the mechanics in the DMG, since the flavor text is not Open. And the mechanics of the PrC in the DMG do not indicate a Gypsy feel at all, except in the inclusion of Perform and a 1/day Silent Image. The rest of it does not look like a gypsy at all :).

That hypothetical 32 pager, of course, would include a gypsy variant, a King's Spies variant, and a Shadow Walker variant :). I'm not going to write it, but I'll fantasize about it for a bit :).
 

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