Done by Peter McNae <pm@zip.com.au>
Shadow walkers are noted for both their keen intellects and their natural agility. To reflect this, any character who pursues this class must have natural Dexterity and Intelligence scores of not less than 15.
Shadow walkers are generally human, although members of certain demi-human races have received the training of this exclusive order on rare occasions. Dwarves, gnomes, and halflings are naturally resistant to magic, so they are not able to master the arcane aspects required by this class and are therefore prohibited from becoming shadow walkers. Elves and half-elves, however, are sometimes accepted into the ranks of this elite group. The dark and macabre elements of this class generally keep such fair folk at a distance, however.
One might think that the disciplines of shadow walker training would require them to have a lawful outlook on life. In fact, this is not so. Because of the importance shadow walkers place on self-reliance and personal dedication, the members of this class are always neutral or chaotic. Shadow walkers are always of good alignment, never wholly neutral or tinted with evil (except for the occasional non-player character).
From time to time, a shadow walker undergoes an involuntary alignment shift and becomes either lawful or chaotic. Such characters do not lose the abilities of their class but are spurned by their peers. In cases where a character becomes evil or threatens to reveal the secrets of the order, he is certain to be hunted down by his fellows and slain.
Shadow Walkers use a d6.
Small Simple Weapons. Small Martial Weapons. Slings, Darts.
An optional item and only if the DM agrees is Players may choose Exotic Weapons (Hand Crossbow) as a feat.
They have Light Armour proficiency.
Saves | Spells | ||||||||
Lvl | Base Att | Fort. | Ref. | Will | 1st | 2nd | 3rd | 4th | Special |
1 | +0 | +0 | +2 | +2 | 1 | - | - | - | Night Vision, Sneak Attack +1d6 |
2 | +1 | +0 | +3 | +3 | 2 | - | - | - | |
3 | +2 | +1 | +3 | +3 | 3 | - | - | - | Shadow Aura, Sneak Attack +2d6 |
4 | +3 | +1 | +4 | +4 | 4 | - | - | - | |
5 | +3 | +1 | +4 | +4 | 4 | 1 | - | - | Sneak Attack +3d6 |
6 | +4 | +2 | +5 | +5 | 4 | 2 | - | - | |
7 | +5 | +2 | +5 | +5 | 4 | 3 | - | - | Sneak Attack +4d6 |
8 | +6/+1 | +2 | +6 | +6 | 4 | 4 | - | - | Shadow Cloak |
9 | +6/+1 | +3 | +6 | +6 | 4 | 4 | 1 | - | Sneak Attack +5d6 |
10 | +7/+2 | +3 | +7 | +7 | 4 | 4 | 2 | - | |
11 | +8/+3 | +3 | +7 | +7 | 4 | 4 | 3 | - | Sneak Attack +6d6 |
12 | +9/+4 | +4 | +8 | +8 | 4 | 4 | 4 | - | Shadow Form |
13 | +9/+4 | +4 | +8 | +8 | 4 | 4 | 4 | 1 | Sneak Attack +7d6 |
14 | +10/+5 | +4 | +9 | +9 | 4 | 4 | 4 | 2 | |
15 | +11/+6/+1 | +5 | +9 | +9 | 4 | 4 | 4 | 3 | Sneak Attack +8d6 |
16 | +12/+7/+2 | +5 | +10 | +10 | 4 | 4 | 4 | 4 | |
17 | +12/+7/+2 | +5 | +10 | +10 | 4 | 4 | 4 | 4 | Sneak Attack +9d6 |
18 | +13/+8/+3 | +6 | +11 | +11 | 4 | 4 | 4 | 4 | |
19 | +14/+9/+4 | +6 | +11 | +11 | 4 | 4 | 4 | 4 | Sneak Attack +10d6 |
20 | +15/+10/+5 | +6 | +12 | +12 | 4 | 4 | 4 | 4 |
The Shadow Walkers class skills are: Spellcraft, Concentration, Hide, Move Silently, Open Locks, Disable Devices, Spot, Search, Listen
Shadow Walkers gain skill points at the rate of 6 + Int x 4 for 1st level and 6 + Int per level after that.
Shadow Walkers do not start knowing Thieves Cant. But they may choose it as an extra language.
Shadow Walkers are arcane spell casters. They are very similar to wizards in that they are unable to intuitively use magic. Instead like wizards they must read a spell book to gain the use of a spell.
Much of the shadow walker's early training is in the magical arts. Where other thieves might be reaming how to make the best use of minute cracks and protrusions to scale a seemingly impassible wall, novice shadow walkers are mastering the spider climb and jump spells that allow them to do the same.
The ability of a shadow walker to cast spells is greatly restricted compared to a true wizard. They never gain the ability to learn spells of higher than 4th level. In addition, they are restricted to memorising no more than four spells from each level.
Shadow walkers are only able to learn spells from the Abjuration, Illusion, Divination and Transformation schools. Shadow walkers cannot employ spells from the Wild Magic or various Elemental schools.
Shadow walkers do not have the ability to research new magical spells or learn Meta Magic feats. While they are able to master the art of magic when another teaches them its finer points, the subtle refinements required to experiment with the supernatural remain forever beyond their reach.
See the reference to Sneak attack in the Rogues section of the PHB.
See the reference to Traps in the Rogue section of the PHB.
Shadow walkers devote a great deal of time to the mastery of magical devices. They can use any item intended for thieves but not those fashioned specifically for bards. They can use magical items intended for wizards as well but must always take care when doing so. Because of this, they suffer a -4 penalty to their initiative roll when using magical items intended for wizards in combat.
A shadow walker's eyes are naturally attuned to darkness and are able to register more subtle illumination sources than normal humans can. They can see normally in all but absolute darkness. The range of their night vision is equal to 10 feet per experience level.
Upon reaching the 3rd level of experience, a shadow walker is able to raise a semi magical aura of darkness about his body. This increases his ability to hide in shadows by +5 if the character has at least one round to prepare himself. Once the shadow aura is erected, he can maintain it for a number of rounds equal to his level. This power can be used three times each day.
When a shadow walker attains the 8th level of experience he can assume a shadowy form. This makes him invisible (as the spell) in dimly lighted areas and increases his chance to hide in shadows by +10 in other places. As with the shadow aura, this requires one round to manifest and can be maintained for a number of rounds equal to the level of the character. This ability may be employed three times in any 24-hour period.
When wrapped in his cloak of shadows, the character is uncommonly vulnerable to light-based attacks. Any weapon or spell that causes damage via light has a +2 bonus and causes normal plus half damage. Saving throws the character makes as a result of light-based special attacks have a -2 penalty.
Shadow Form
After he reaches 12th level, a shadow walker becomes truly attuned to shadows and darkness. If he has one round to mentally prepare himself, the character may totally transform himself into an animate shadow. The effects of this power are similar to those of the wraith form spell, except the character is also invisible in all but the brightest light. As with the lesser abilities of this class, the character can maintain this power for a number of rounds equal to his level and can employ this power three times in any 24-hour period.
When in this form, however, the character is very vulnerable to light-based attacks. Any saving throw the character makes against such an attack suffers a -4 penalty. Any attack against the character that causes damage with light inflicts double damage and has a +4 bonus on any applicable attack roll.