comrade raoul
Explorer
As I note on my thread on the duelist, I'm redesigning some or all of the prestige classes in the DMG, for streamlining and playability. This one attempts the shadowdancer, which I also think is badly in need of revision.
The shadowdancer attempts to provide a class that gives a clear reason for particular characters to take it. The biggest difference is that it has been written as a five-level prestige class and no longer really attempts to provide the same kind of defensive abilities that many core classes already get. Instead, it provides a clear focus on using shadows to greatly enhance tactical options on combat. If successfully designed, my shadowdancer should:
Prerequisites:
Base Attack Progression: Fair (as rogue).
Good Saves: Reflex.
Class Skills: Balance, Bluff, Decipher Script, Diplomacy, Disguise, Escape Artist, Hide, Jump, Listen, Move Silently, Perform, Profession, Search, Sleight of Hand, Spot, Tumble, Use Rope.
Skill Points Per Level: 6 + Int modifier.
Hide in Plain Sight (Su)
You can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of shadow, you can hide yourself from view in the open without having anything to actually hide behind.
You cannot, however, hide in your own shadow.
Darkvision (Ex)
You gain darkvision out to 60 feet. Darkvision is black and white but otherwise identical to normal sight.
Shadow Illusion (Sp)
When you reach 2nd level, you can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed a number of times per day equal to your Charisma bonus. If you don't have a Charisma bonus, you can use this ability once per week.
Shadow Jump (Su)
At 2nd level, you gain the ability to travel between shadows as a move action, moving instantly from your current location to another spot within range. Initiating a shadow jump provokes an attack of opportunity. The magical transport must begin and end in an area with at least some shadow. You always arrive exactly at the spot you desire, whether by simply visualizing the area or by stating direction and distance. You can bring along any objects you’re touching as you start to jump, so long as their weight doesn’t exceed your maximum load. You can’t bring along other creatures. If you try to jump to a place that is already occupied by a solid body, or that doesn’t have any shadow, the jump fails.
You 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 levels higher than 2nd, the total distance you can jump each day doubles (40 feet at 3rd, 80 feet at 4th, and 160 feet at 5th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
If you take another move action in the same round, you can move both before and after your shadow jump (so long, of course, as the total distance you move with your normal move action doesn’t exceed your speed).
Shadow Strike (Ex)
At 3rd level, you gain the ability to make surprising attacks after a jump. When you use your shadow jump ability to position yourself next to an opponent, that opponent loses his Dexterity bonus against any melee attacks you make during that round.
Tenebrous Mantle (Su)
At 4th level, you can expend one of the daily uses of your shadow illusion ability (as a swift action) to surround yourself with shifting shadows for 1d4 rounds. While this ability is in effect, you gain concealment.
Quicken Jump (Su)
At 5th level, you may perform a shadow jump as a swift action. Performing a quickened jump reduces your jumping distance for that day by 30 feet, in addition to the distance covered by your quickened jump. (Thus, a quickened 50-foot jump counts as a 80-foot jump against your limit, leaving you with 80 feet remaining for the day.) Quickened jumps don't provoke attacks of opportunity, unlike other shadow jumps.
Alternatively, you may perform a quickened jump in the middle of a normal move action, moving both before and after you make the jump. Doing so counts as both a (single) move action and a swift action.
The shadowdancer attempts to provide a class that gives a clear reason for particular characters to take it. The biggest difference is that it has been written as a five-level prestige class and no longer really attempts to provide the same kind of defensive abilities that many core classes already get. Instead, it provides a clear focus on using shadows to greatly enhance tactical options on combat. If successfully designed, my shadowdancer should:
- Allow a range of characters to interestingly distinguish themselves from other characters with a thematically unified range of abilities while retaining the core identities they gain from base classes.
- Facilitate stealthy or subtle combat tactics. Note that a fifth-level shadowdancer with a sneak attack ability have the ability to perform a full sneak attack against an opponent from anywhere on the battlefield. This should be one of the class's main selling points for many characters.
- Provide abilities that are useful in a wide range of encounters.
Prerequisites:
- Skills: Move Silently 8 ranks, Hide 12 ranks, Perform (dance) 8 ranks.
- Feats: Dodge, Mobility.
- Special: Must have spent at least twenty-four hours awake and alone, in a place with no light at all.
Base Attack Progression: Fair (as rogue).
Good Saves: Reflex.
Class Skills: Balance, Bluff, Decipher Script, Diplomacy, Disguise, Escape Artist, Hide, Jump, Listen, Move Silently, Perform, Profession, Search, Sleight of Hand, Spot, Tumble, Use Rope.
Skill Points Per Level: 6 + Int modifier.
Code:
[b]The Shadowdancer[/b]
1st Hide in plain sight, darkvision
2nd [i]Shadow illusion[/i], shadow jump 20 ft.
3rd Shadow strike, shadow jump 40 ft.
4th Tenebrous mantle, shadow jump 80 ft.
5th Quicken jump, shadow jump 160 ft.
You can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of shadow, you can hide yourself from view in the open without having anything to actually hide behind.
You cannot, however, hide in your own shadow.
Darkvision (Ex)
You gain darkvision out to 60 feet. Darkvision is black and white but otherwise identical to normal sight.
Shadow Illusion (Sp)
When you reach 2nd level, you can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed a number of times per day equal to your Charisma bonus. If you don't have a Charisma bonus, you can use this ability once per week.
Shadow Jump (Su)
At 2nd level, you gain the ability to travel between shadows as a move action, moving instantly from your current location to another spot within range. Initiating a shadow jump provokes an attack of opportunity. The magical transport must begin and end in an area with at least some shadow. You always arrive exactly at the spot you desire, whether by simply visualizing the area or by stating direction and distance. You can bring along any objects you’re touching as you start to jump, so long as their weight doesn’t exceed your maximum load. You can’t bring along other creatures. If you try to jump to a place that is already occupied by a solid body, or that doesn’t have any shadow, the jump fails.
You 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 levels higher than 2nd, the total distance you can jump each day doubles (40 feet at 3rd, 80 feet at 4th, and 160 feet at 5th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
If you take another move action in the same round, you can move both before and after your shadow jump (so long, of course, as the total distance you move with your normal move action doesn’t exceed your speed).
Shadow Strike (Ex)
At 3rd level, you gain the ability to make surprising attacks after a jump. When you use your shadow jump ability to position yourself next to an opponent, that opponent loses his Dexterity bonus against any melee attacks you make during that round.
Tenebrous Mantle (Su)
At 4th level, you can expend one of the daily uses of your shadow illusion ability (as a swift action) to surround yourself with shifting shadows for 1d4 rounds. While this ability is in effect, you gain concealment.
Quicken Jump (Su)
At 5th level, you may perform a shadow jump as a swift action. Performing a quickened jump reduces your jumping distance for that day by 30 feet, in addition to the distance covered by your quickened jump. (Thus, a quickened 50-foot jump counts as a 80-foot jump against your limit, leaving you with 80 feet remaining for the day.) Quickened jumps don't provoke attacks of opportunity, unlike other shadow jumps.
Alternatively, you may perform a quickened jump in the middle of a normal move action, moving both before and after you make the jump. Doing so counts as both a (single) move action and a swift action.
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