Whoa, somehow I had forgotten about that extra attack from Improved Trip. Frankly, we could do this as a combo of trip plus bull rush or something, but I think it might be easiest mechanically just to use Imp. Trip as a bonus feat. What do you think? EDIT: it's not quite mechanically the same as the original but is probably about equally powerful.
I was kind of expecting the Shadow Walker to get Improved Trip as one of its regular feats regardless, since it's a good fit to the Combat Expertise feat tree. I was thinking of giving it the Stunning Fist to represent the original's Stun martial manoeuver.
However, for the Hurl ability I'm more inclined to make it a special attack, like so:
Hurl (Ex): The Shadow Walker can hurl an opponent to the ground with a successful grappling check. The target takes 2d6+4 [
?] damage and ends up prone on the ground in a 5 ft. square adjacent to the Shadow Walker, but is no longer being grappled. If the Shadow Walker loses the opposed grapple check, it can’t maintain the grapple and must immediately let go of the target. The Shadow Walker can Grab an opponent with a successful melee attack and then immediately attempt to Hurl the target with an opposed grappling check.
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Dang it, that reminds me. We gave the Ninja Spirit Shadow we're basing this on a 3rd level monk's AC bonus, unarmed strike and flurry of blows abilities. We need to do something similar with the Shadow Walker. I suggest giving it 5th or 6th level ability. It considered adding the Fast Movement ability, since the Shadow Walker has a higher speed than a normal unarmored human (15" vs 12"), but we've already got that covered with an arbitrary 40 ft. ground speed which allows us to give it some light armour without slowing it down.
I've made the following changes to the working draft:
Armor Class: ?? (+3 Dex,
+1 martial training, +??), touch 13, flat-footed ??
Attack: Shadowless blade +13 melee (1d6+5 plus shadow wound/×4 if scythe, ×2 if chain); or
shadow stars +12 ranged (1d6+3/19-20);
or unarmed strike* +11 (1d8+3)
Full Attack: Shadowless blade +13/+8 melee (1d6+5 plus shadow wound/×4 if scythe, ×2 if chain); or
shadowless blade +11/+6 melee (1d6+5 plus shadow wound/×4 if scythe, ×2 if chain) and off-hand
shadowless blade +11 melee (1d6+5 plus shadow wound/×2 if chain, ×4 if scythe); or
shadow stars +12/+7 ranged (1d6+3/19-20); or
unarmed strike* +11/+6 (1d8+3)
*The Shadow Walker can attack with a kama, nunchaku or siangham with the same attack bonus and damage as its unarmed strike.
Martial Artistry (Ex): The Shadow Walker possesses the AC bonus, flurry of blows and unarmed strike abilities of a 6th-level monk. It adds its inherent monklike abilities to any monk levels it might acquire. Thus, a 3th-level Shadow Walker monk possesses the AC bonus, flurry of blows and unarmed strike of a 9th-level monk.
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Heck, how about going whole hog and giving it a monk's bonus feats too?:
Feats: 5 regular plus 5 fighterᴮ plus 3 monkᴮ plus 3 Exotic Weapon Proficiency (ninja skills!) plus
Improved Unarmed Strikeᴮ
For the other monk bonus feats, I was thinking Improved Grappleᴮ, Improved Tripᴮ, Stunning Fistᴮ
Martial Artistry (Ex): The Shadow Walker possesses the
bonus feats, AC bonus, flurry of blows and unarmed strike abilities of a 6th-level monk. It adds its inherent monklike abilities to any monk levels it might acquire. Thus, a 3th-level Shadow Walker monk possesses the AC bonus, flurry of blows and unarmed strike of a 9th-level monk.