Kerrick
First Post
(Design notes are at the end)
Shadowdancer
Hit Die: d6.
Requirements
Skills: Move Silently 8 ranks, Hide 10 ranks, Perform (dance) 5 ranks.
Feats: Combat Reflexes, Dodge, Mobility.
Class Skills
The shadowdancer’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
BAB: Medium
Saves: Fort low, Ref high, Will low
Abilities:
1st: Darkvision, cloak of shadows
2nd: Evasion
3rd: Shadow jump 20 ft.
4th: Shadow blend, uncanny dodge
5th: Shadow jump 40 ft.
6th: Improved uncanny dodge
7th: Hide in plain sight, shadow jump 80 ft.
8th: Slippery mind
9th: Shadow jump 160 ft.
10th: Improved evasion, dance of the shadows
Class Features
All of the following are features of the shadowdancer prestige class.
Weapon and Armor Proficiency: 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.
Darkvision (Su): At 1st level, a shadowdancer can see in the dark as though she were permanently under the effect of a darkvision spell.
Cloak of Shadows (Su): While standing in areas of shadow or darkness (at least equal to torchlight), a Shadowdancer can take a standard action to gather shadows around herself. This grants a bonus to her Hide checks equal to her class level. It can be used once per day per point of his Cha bonus, and lasts for one minute. Light equal to sunlight or a daylight spell instantly banishes the shadows and negates the Hide bonus.
Evasion (Ex): At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.
Shadow Jump (Su): At 3rd level, a 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 at least some shadow. A shadowdancer 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 t levels higher than 3rd, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Hide in Plain Sight (Su): A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Uncanny Dodge (Ex): Starting at 4th level, a shadowdancer retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class, she automatically gains improved uncanny dodge (see below).
Improved Uncanny Dodge (Ex): At 6th level, a shadowdancer can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least four levels higher than the shadowdancer can flank her (and thus sneak attack her).
If a character gains uncanny dodge (see above) from a second class, she automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Shadow Blend (Su): In any condition of illumination other than full daylight, a Shadowdancer can use a standard action to disappear into the shadows, giving her total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, does negate it; creatures immune to illusions or with true seeing can see the Shadowdancer normally.
Slippery Mind (Ex): At 8th level, if a 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 occur normally.
Improved Evasion (Ex): This ability, gained at 10th level, works like evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw.
Dance of the Shadows (Su): Once per day, a Shadowdancer can use her most powerful ability, the dance of the shadows. As a full-round action, she can gather shadows around her in a 40-foot radius, dimming existing light sources and spells of 3rd level or less to the equivalent of torchlight. The shadows last for one round per class level and grant the following benefits:
The writhing shadows grant all beings in the area of effect, including the Shadowdancer, a +10 circumstance bonus to Hide checks.
The Shadowdancer can make a 10-foot "hop" each round as a move action, appearing in a place of her choosing (as long as it is within the area of effect), without provoking attacks of opportunity. Instead of hopping, she can choose to "blink" in place, in which case she gains the benefits of the blink spell for that round.
The Shadowdancer can choose to avoid one attack altogether. She must state beforehand if she chooses to avoid the effects of an attack, spell, or special ability (like a dragon's breath weapon); even if the attack misses, the use is wasted for that day. When the ability is used, the shadows gather around the character, temporarily tranporting her to a pocket dimension of shadow and enabling her to escape the effects unscathed. Doing so immediately ends the Dance and dispels the shadows, however.
Design Notes (aka, why I did what I did):
The Shadowdancer is a really cool concept, but its execution left a bit to be desired. What we've got a roguish-type class that's adept at dodging and hiding, with some odd abilities (summon shadow, shadow illusion) thrown in. Not only that, but the (arguably) most powerful ability, hide in plain sight, is given at first level! So, I sat down and went over the abilities - I ditched summon shadow and shadow illusion, spaced out the evasion abilities (evasion, uncanny dodge, and slippery miind), and then added in some cool "now you see me, now you don't" shadow abilities, and interspersed those with the shadow jump. The 10th level Dance of the Shadows is intended to be a fusion of all three lines - evasion, shadow jumping, and hiding, and might be a bit overpowered, but hey - it's a 10th-level ability.
I hemmed and hawed about changing the Perform prereq to Tumble, but in the end, I kept it as is. I think it'll work just as well the way it is. I dropped the HD to d6 because the PrC is based off the rogue, which is also d6.
Shadowdancer
Hit Die: d6.
Requirements
Skills: Move Silently 8 ranks, Hide 10 ranks, Perform (dance) 5 ranks.
Feats: Combat Reflexes, Dodge, Mobility.
Class Skills
The shadowdancer’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
BAB: Medium
Saves: Fort low, Ref high, Will low
Abilities:
1st: Darkvision, cloak of shadows
2nd: Evasion
3rd: Shadow jump 20 ft.
4th: Shadow blend, uncanny dodge
5th: Shadow jump 40 ft.
6th: Improved uncanny dodge
7th: Hide in plain sight, shadow jump 80 ft.
8th: Slippery mind
9th: Shadow jump 160 ft.
10th: Improved evasion, dance of the shadows
Class Features
All of the following are features of the shadowdancer prestige class.
Weapon and Armor Proficiency: 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.
Darkvision (Su): At 1st level, a shadowdancer can see in the dark as though she were permanently under the effect of a darkvision spell.
Cloak of Shadows (Su): While standing in areas of shadow or darkness (at least equal to torchlight), a Shadowdancer can take a standard action to gather shadows around herself. This grants a bonus to her Hide checks equal to her class level. It can be used once per day per point of his Cha bonus, and lasts for one minute. Light equal to sunlight or a daylight spell instantly banishes the shadows and negates the Hide bonus.
Evasion (Ex): At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.
Shadow Jump (Su): At 3rd level, a 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 at least some shadow. A shadowdancer 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 t levels higher than 3rd, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Hide in Plain Sight (Su): A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Uncanny Dodge (Ex): Starting at 4th level, a shadowdancer retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class, she automatically gains improved uncanny dodge (see below).
Improved Uncanny Dodge (Ex): At 6th level, a shadowdancer can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least four levels higher than the shadowdancer can flank her (and thus sneak attack her).
If a character gains uncanny dodge (see above) from a second class, she automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Shadow Blend (Su): In any condition of illumination other than full daylight, a Shadowdancer can use a standard action to disappear into the shadows, giving her total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, does negate it; creatures immune to illusions or with true seeing can see the Shadowdancer normally.
Slippery Mind (Ex): At 8th level, if a 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 occur normally.
Improved Evasion (Ex): This ability, gained at 10th level, works like evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw.
Dance of the Shadows (Su): Once per day, a Shadowdancer can use her most powerful ability, the dance of the shadows. As a full-round action, she can gather shadows around her in a 40-foot radius, dimming existing light sources and spells of 3rd level or less to the equivalent of torchlight. The shadows last for one round per class level and grant the following benefits:
The writhing shadows grant all beings in the area of effect, including the Shadowdancer, a +10 circumstance bonus to Hide checks.
The Shadowdancer can make a 10-foot "hop" each round as a move action, appearing in a place of her choosing (as long as it is within the area of effect), without provoking attacks of opportunity. Instead of hopping, she can choose to "blink" in place, in which case she gains the benefits of the blink spell for that round.
The Shadowdancer can choose to avoid one attack altogether. She must state beforehand if she chooses to avoid the effects of an attack, spell, or special ability (like a dragon's breath weapon); even if the attack misses, the use is wasted for that day. When the ability is used, the shadows gather around the character, temporarily tranporting her to a pocket dimension of shadow and enabling her to escape the effects unscathed. Doing so immediately ends the Dance and dispels the shadows, however.
Design Notes (aka, why I did what I did):
The Shadowdancer is a really cool concept, but its execution left a bit to be desired. What we've got a roguish-type class that's adept at dodging and hiding, with some odd abilities (summon shadow, shadow illusion) thrown in. Not only that, but the (arguably) most powerful ability, hide in plain sight, is given at first level! So, I sat down and went over the abilities - I ditched summon shadow and shadow illusion, spaced out the evasion abilities (evasion, uncanny dodge, and slippery miind), and then added in some cool "now you see me, now you don't" shadow abilities, and interspersed those with the shadow jump. The 10th level Dance of the Shadows is intended to be a fusion of all three lines - evasion, shadow jumping, and hiding, and might be a bit overpowered, but hey - it's a 10th-level ability.
I hemmed and hawed about changing the Perform prereq to Tumble, but in the end, I kept it as is. I think it'll work just as well the way it is. I dropped the HD to d6 because the PrC is based off the rogue, which is also d6.
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