Ankh-Morpork Guard said:
Shadowdancer.
Gladly.
New Feats
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Hide in Shadows (General)
Prerequisite: Combat Reflexes, Dodge, Mobility, Move Silently 8 ranks, Hide 10 ranks, Perform (dance) 5 ranks.
Benefit: You may use the Hide skill even while being observed. As long as you are within 10 feet of an area which is shadowy, you can hide from view in the open without anything to actually hide behind. Note that you cannot hide in your own shadow, or within any similarly small shadow in an otherwise brightly lit area.
Night Eyes (General)
Prerequisite: Combat Reflexes, Dodge, Mobility, Move Silently 8 ranks, Hide 10 ranks, Perform (dance) 5 ranks.
Benefit: You gain Darkvision 60'. If you already have Darkvision, the range of your Darkvision improves by 60'.
Special: You may take this feat multiple times.
Shadow Illusion (General)
Prerequisite: Combat Reflexes, Dodge, Hide in Shadows, Mobility, Move Silently 8 ranks, Hide 10 ranks, Perform (dance) 5 ranks
Benefit: Whenever you are in an shadowy area, you may employ the spell silent image as a spell like ability. You may use this ability one time per day.
Special: You may take this feat multiple times. Each time you take it, you may employ the feat one additional time per day.
Shadow Mastery (General)
Prerequisite: Combat Reflexes, Dodge, Hide in Shadows, Mobility, Move Silently 8 ranks, Hide 10 ranks, Perform (dance) 5 ranks
Benefit: You can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches your alignment, and cannot spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to you and can communicate intelligibly with you.
If a shadow companion is destroyed, or you choose to dismiss it, you must attempt a DC 15 Fortitude save. If the saving throw fails, you loses 100 experience points per HD of the shadow. A successful saving throw reduces the loss by half, to 50 XP per HD of the shadow.
Special: You may take this feat multiple times. Each time you take it, your shadow companions gain a bonus 2HD.
Shadow Jump (General)
Prerequisite: Combat Reflexes, Dodge, Hide in Shadows, Mobility, Move Silently 8 ranks, Hide 10 ranks, Perform (dance) 5 ranks
Benefit: You gain the ability to travel between shadowy areas as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an shadowy area. You can jump up to a total of 40 feet each day in this way.
Special: You may take this feat multiple times. Each time you take it, the total distance you may jump per day doubles. For example, if you have taken this feat three times you may jump 160' feet each day in this way.
Defensive Roll (General)
Prerequisite: Combat Reflexes, Dodge, Mobility, Evasion Class ability, Uncanny Dodge class ability, base Reflex save at least +8
Once per day as an extraordinary ability, when you would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage. You make a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. You must be aware of the attack and able to react to it in order to execute a defensive roll. If you are in a situation that would deny you your Dexterity bonus to AC, you can’t attempt a defensive roll.
Special: Rogues may take Defensive Roll as a bonus ability even if they do not meet the prerequisites for the feat. See the description of the Rogue class.
Slippery Mind (General)
Prerequisite: Evasion Class ability, Uncanny Dodge class ability, base Reflex save at least +9
Benefit: If you are affected by an enchantment and fail you saving throw, 1 round later you can attempt your saving throw again. You only gets this one extra chance to succeed at your saving throw. If it fails as well, the spell’s effects occur normally.
Special: Rogues may take Slippery Mind as a bonus ability even if they do not meet the prerequisites for the feat. See the description of the Rogue class.
Improved Evasion (General)
Prerequisites: Combat Reflexes, Dodge, Mobility, Evasion Class ability, Uncanny Dodge class ability, base Reflex save at least +11
Benefit: As per the Evasion ability except, you take no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, you take only half damage even if you fails your saving throw.
Special: Rogues may take Improved Evasion as a bonus ability even if they do not meet the prerequisites for the feat. See the description of the Rogue class.
There. Now you can build a Shadow Dancer even without the PrC. Sure, you probably have to take at least a few levels of Rogue or a similar class, but 99% percent of the time you were going to do that anyway (at least I've never seen anyone present a Shadow Dancer on these boards that didn't). Of course, some of the abilities are rather weak, and in particular I'm think that Shadow Illusion and Shadow Mastery would probably work better if we combined them into one single feat (since each is probably only worth at most one half feat). What's more though is that if your concept doesn't include turning shadows into illusions, you can just skip that part, and if say you want to play a Sorcerous Shadow Dancer then you can make all the silent images you want using the normal spell abiities of that class and not have to give up your spell progression. In fact, go ahead and take the Umbran Bloodline feat, and get shadowy abilities added to your known spells.