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<blockquote data-quote="Beefermatic" data-source="post: 8869415" data-attributes="member: 6670757"><p>Merry Christmas everyone, here's another Boss Class used in my game setting extensively, this is my wife's personal favorite class.</p><p></p><p>This is derived from the Pathfinder Shadowdancer class: <a href="https://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/shadowdancer/" target="_blank">Shadowdancer – d20PFSRD</a></p><p></p><p>And the Tome Shadowdancer 3rd Party Class: <a href="https://dungeons.fandom.com/wiki/Shadowdancer,_Tome_(3.5e_Prestige_Class)" target="_blank">Shadowdancer, Tome (3.5e Prestige Class)</a></p><p></p><p><strong><u><span style="font-size: 22px">Shadowdancer</span></u></strong></p><p>Roguelike masters of shadow, these evasive denizens of the night stalk foes unseen from the cover of darkness striking with precision and disappearing before they’re ever seen, they command powerful magical abilities drawn from the Plane of Shadow.</p><p></p><p><strong>BAB: </strong>¾ as Rogue</p><p><strong>Good Saves: </strong>Ref</p><p><strong>HD: </strong>d6</p><p></p><p><strong>Class Skills:</strong> Class Skills (6 + Int modifier per level)</p><p></p><p>Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy, Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Perform, Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha).</p><p></p><p><strong>Weapon Prof:</strong> As Rogue, Rapiers, Repeating Crossbows, Simple weapons, no armor proficiencies, bucklers</p><p></p><p><strong>CLASS ABILITIES</strong></p><p></p><p>1: Darkvision 60, Shadow Slide, Shadow Strike 1d6</p><p></p><p>2: Hide in Plain Sight, Sneak Attack 1d6</p><p></p><p>3: Darkness, Shadow Strike 2d6</p><p></p><p>4: Evasion, Darkvision 120, Uncanny Dodge, Sneak Attack 2d6</p><p></p><p>5: Improved Shadow Slide, Shadow Door, Shadow Walk, Shadow Strike 3d6</p><p></p><p>6: Rogue Talent, Shadow Illusion, Summon Shadow, Sneak Attack 3d6</p><p></p><p>7: Darkvision 240, Shadow Strike 4d6</p><p></p><p>8: Shadow Call, Shadow Jump 40ft, Sneak Attack 4d6</p><p></p><p>9: Shadow Pounce, Deeper Darkness, Shadow Strike 5d6</p><p></p><p>10: Defensive Roll, Improved Uncanny Dodge, Sneak Attack 5d6</p><p></p><p>11: See In Darkness, Shadow Strike 6d6</p><p></p><p>12: Rogue Talent, Shadow Jump 80ft, Sneak Attack 6d6</p><p></p><p>13: Improved Shadow Strike, Shadow Vanish, Shadow Strike 7d8</p><p></p><p>14: Slippery Mind, Sneak Attack 7d6</p><p></p><p>15: Shadow Friends, Shadow Strike 8d8</p><p></p><p>16: Shadow Power, Shadow Jump 160ft, Sneak Attack 8d6</p><p></p><p>17: Mirrorshard Blade, Mirrorshard Blade (Mirror), Shadow Strike 9d8</p><p></p><p>18: Mirrorshard Blade (Reflection), Rogue Talent, Sneak Attack 9d6</p><p></p><p>19: Mirrorshard Blade (Blinding Light), Phantasmal Image, Shadow Strike 10d8</p><p></p><p>20: Mirrorshard Blade (Reflective Offense), Improved Evasion, Shadow Master, Shadow Jump 320ft, Sneak Attack 10d6</p><p></p><p><strong>Darkvision (Su): </strong>A Shadowdancer can see up to 60 feet in darkness, this range doubles every 3 levels to a maximum of 240 feet at 7th level</p><p></p><p><strong>Shadow Strike (Su):</strong> As an attack action, a 1st-level shadowdancer can hit somebody with a bolt of darkness. A shadow strike has short range, (25 feet +5 feet every 2 levels) and strikes as a ranged touch attack. This deals 1d6 cold damage every odd level (1,3,5,7,9, etc) Feats and abilities such as Two Weapon Fighting and Rapid Shot that grant extra attacks do not grant extra uses of this ability per round though the attack may be used with Iterative Attacks.</p><p></p><p>At 7th level, a shadowdancer's shadow strike can, at her option, deal Negative Energy Damage instead of cold damage.</p><p></p><p><strong>Shadow Slide (Sp):</strong> At 1st level, a shadowdancer can use<em> Dimension Slide </em>as a spell-like ability at will using the shadowdancer’s level as the caster level.. This works just like the psionic power, except that you must start and end in a shadow. You can start in your own shadow and end in someone else's.</p><p></p><p><strong>Hide in Plain Sight (Su) </strong>At 2nd level a shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.</p><p></p><p><strong>Darkness (Sp):</strong> At 3rd level the Shadowdancer can cast <em>Darkness</em> as a Spell Like ability at will using the shadowdancer’s level as the caster level.</p><p></p><p><strong>Sneak Attack (Ex):</strong> The Shadowdancer deals 1d6 additional precision damage to any foe who is denied their dexterity bonus. At every even level (2,4,6,8, etc) the damage is increased by an additional d6.</p><p></p><p><strong>Evasion (Ex) </strong>At 4th 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.</p><p></p><p><strong>Uncanny Dodge (Ex) </strong>At 4th level, a shadowdancer cannot be caught flat footer, even if the attacker is invisible. She still loses her Dex bonus to AC if immobilized. A shadowdancer with this ability can still lose her Dex bonus to AC if an opponent successfully uses the feint action against her.</p><p></p><p>If a shadowdancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.</p><p></p><p><strong>Improved Shadow Slide (Su)</strong>: At 5th level, you can Shadow Slide as a move action, the ability becomes a supernatural ability as well.</p><p></p><p><strong>Shadow Door (Sp):</strong> At 5th level, the shadowdancer gains the ability to use <em>Dimension Door</em> as a spell-like ability at will using the shadowdancer’s level as the caster level.. As with Shadow Slide, she must start and end in a shadow.</p><p></p><p><strong>Shadow Walk (Sp):</strong> At 5th level, the shadowdancer gains the ability to use Shadow Walk as a spell-like ability at will using the shadowdancer’s level as the caster level.</p><p></p><p><strong>Rogue Talent: </strong>At 6th level, and every six levels thereafter (6,12,18) a shadowdancer gains a special ability that allows her to confound her foes. This functions as the Rogue Talent class feature. A shadowdancer cannot select an individual talent more than once. If a shadowdancer has the Advanced Talents rogue class feature, she can chose from the Advanced Talents list instead.</p><p></p><p><strong>Shadow Illusion (Sp): </strong>When a shadowdancer reaches 6th level, she can create visual illusions. This ability functions as <em>Silent Image</em> using the shadowdancer’s level as the caster level. A shadowdancer can use this ability once per day for every two shadowdancer levels she has attained. The DC for this ability is Charisma based.</p><p></p><p><strong>Summon Shadow (Su) </strong>At 6th level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer’s total. The shadow uses the shadowdancer’s base attack bonus and base save bonuses.</p><p></p><p>If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fort save. If the saving throw fails, the shadowdancer gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.</p><p></p><p><strong>Shadow Call (Sp) </strong>At 8th level, a shadowdancer can create creatures and effects out of raw shadow. This ability functions as <em>Shadow Conjuration</em> using the shadowdancer’s level as the caster level. A shadowdancer can use this ability 1+ Charisma Modifier (if positive) times per day at 8th level, plus one additional time per day for every two levels attained beyond 4th (2/day at 10th level, 3/day at 12th level, 4/day at 14th level, etc). The DC for this ability is Charisma based.</p><p></p><p>Upon reaching 20th level, this ability functions as <em>Greater Shadow Conjuration. </em></p><p></p><p><strong>Shadow Jump (Su) </strong>At 8th level, a shadowdancer gains the ability to travel between shadows as if by means of a <em>Dimension Door </em>spell as an immediate action. The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadowdancer can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every four levels the distance a shadowdancer can jump each day doubles (80 feet at 12th, 160 feet at 16th, and 320 feet at 20th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment, this ability may not be used more than once per round.</p><p></p><p><strong>Shadow Pounce (Ex):</strong> At 9th level, the shadowdancer can make a full attack action after using any of her Shadow movement abilities. If she uses this ability, it immediately ends her turn.</p><p></p><p><strong>Deeper Darkness (Sp):</strong> At 9th Level the Shadowdancer may cast Deeper Darkness as a Spell Like ability at will using the shadowdancer’s level as the caster level.</p><p></p><p><strong>Defensive Roll (Ex): </strong>Starting at 10th level, once per day, a shadowdancer can attempt to avoid a lethal blow. This functions as the rogue’s Advanced Talent of the same name.</p><p></p><p><strong>Improved Uncanny Dodge (Ex): </strong>At 10th level and higher, shadowdancer can no longer be Flanked. This defense denies a Rogue the ability to Sneak Attack the Shadowdancer by flanking her, unless the attacker has at least four more rogue levels than the target has shadowdancer levels.</p><p></p><p>If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum Rogue level required to flank the character.</p><p></p><p><strong>See in Darkness (Su): </strong>At 11th level the Shadowdancer can see perfectly in darkness of any kind, including that created by <em>Deeper Darkness</em></p><p></p><p><strong>Shadow Vanish (Sp):</strong> At 13th level, a shadowdancer can cast <em>Greater Teleport</em> as a spell-like ability at will. They can only take themselves and up to 50 pounds of objects, however. When disappearing, a shadowdancer seems to shrink and vanish into her own shadow and when reappearing she seems to explode in a burst of shadows.</p><p></p><p><strong>Improved Shadow Stirke (Su):</strong> 13th level the shadow strike can deal Force Damage as the target creature's own shadow turns to attack them. The damage increases a die size (from 1d6 to 1d8) as well.</p><p></p><p><strong>Slippery Mind (Ex) </strong>At 14th level, a shadowdancer becomes resilient to enchantment spells. This ability represents the Shadowdancer’s ability to wriggle free from magical effects that would otherwise control or compel her. If a she is affected by an enchantment spell or effect and fails her Saving Throw she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her Saving Throw</p><p></p><p><strong>Shadow Friends (Su):</strong> At 15th level, a shadowdancer can create a shadow friend. This works like the<em> Unseen Servant</em> spell, except the shadowdancer can see through the eyes and hear through the ears of her shadow friend. She may only have one such "friend" at a time.</p><p></p><p><strong>Shadow Power (Sp) </strong>At 16th level, a shadowdancer can use raw shadow to damage her foes. This ability functions as <em>Shadow Evocation</em> using the shadowdancer’s level as the caster level. A shadowdancer can use this ability 1+ Charisma Modifier (If Positive) per day at 16th level, and one additional time per day ever 2 levels thereafter (2/day at 18th level, 3/day at 20th level) The DC for this ability is Charisma-based.</p><p></p><p>At 20th Level this ability functions as <em>Greater Shadow Evocation </em></p><p></p><p><strong>Mirrorshard Blade (Su):</strong> At 17th level, the shadowdancer gains the ability to create a special weapon, the Mirrorshard Blade. As a free action usable once per round, she can create a Mirrorshard Blade (two if she has Two-Weapon Fighting). To do this, she must have a mirror or piece of a mirror on hand. She automatically has proficiency with this weapon. A Mirrorshard Blade has a reach of 5' and deals 1d8 slashing damage, as well as one point of Constitution damage, and has an enhancement bonus equal to 1/3 the shadowdancer's character level. A Mirrorshard Blade threatens a critical on an 18-20 and has a critical multiplier of ×2; the Constitution damage is also multiplied on a critical. Mirrorshard Blades have a range increment of 10', and instantly return to the hand of the user when thrown. Mirrorshard Blades also have the following special properties that are acquired as the shadowdancer levels up.</p><p></p><p><strong>Mirrorshard Blade: Mirror (Su):</strong> At 17th level, as an immediate action, you may make an attack against any ray fired at you once per round. If your attack roll beats the attack roll used to hit you, you reflect the ray back at the caster.</p><p></p><p><strong>Mirrorshard Blade: Reflection (Su): </strong> At 18th level, the wielder of a Mirrorshard Blade always has a single <em>Mirror Image</em>. The images created by this ability, if destroyed, can all be reformed once per round as a free action. The Mirrorshard Blade must be drawn for this ability to function however it continues to function even after the blade has been used and remains until the Mirrorshard Blade is sheathed.</p><p></p><p><strong>Mirrorshard Blade: Blinding Light (Su): </strong> At 19th Level, as a move action, the wielder of a Mirrorshard Blade can reflect any nearby light, causing all within 30' to make a Fortitude save (DC 10 + ½ character level + Dex modifier) or be Blinded for 3 rounds. Creatures with light sensitivity take a -4 penalty to their save and are permanently blinded if they fail the save. If they pass, light-sensitive creatures are Dazzled for three rounds.</p><p></p><p><strong>Phantasmal Image (Sp):</strong> At 19th level, a shadowdancer can use <em>Major Image </em>as a spell-like ability at will. The images are made from real shadow pulled from the Plane of Shadow, and as such are not mind-affecting figments and are not foiled by <em>True Seeing</em></p><p></p><p><strong>Mirrorshard Blade: Reflective Offense (Su): </strong>At 20th Level, enemies always count as flat-footed against any attacks you make with your Mirrorshard Blades. Improved Uncanny Dodge by a character of at least 4 levels higher than the shadowdancer can counter this.</p><p></p><p><strong>Improved Evasion (Ex) </strong>This ability, gained at 20th 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.</p><p></p><p><strong>Shadow Master (Su) </strong>At 20th level, whenever a shadowdancer is in an area of dim light, she gains Damage Reduction of 10/—, a +2 luck bonus on all saving throws, and her Shadow Call and Shadow Power abilities function as <em>Greater Shadow Conjuration</em> and <em>Greater Shadow Evocation</em> respectively. In addition, whenever she successfully scores a critical hit against a foe who is in an area of dim light, that foe is blinded for 1d6 rounds.</p></blockquote><p></p>
[QUOTE="Beefermatic, post: 8869415, member: 6670757"] Merry Christmas everyone, here's another Boss Class used in my game setting extensively, this is my wife's personal favorite class. This is derived from the Pathfinder Shadowdancer class: [URL='https://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/shadowdancer/']Shadowdancer – d20PFSRD[/URL] And the Tome Shadowdancer 3rd Party Class: [URL='https://dungeons.fandom.com/wiki/Shadowdancer,_Tome_(3.5e_Prestige_Class)']Shadowdancer, Tome (3.5e Prestige Class)[/URL] [B][U][SIZE=6]Shadowdancer[/SIZE][/U][/B] Roguelike masters of shadow, these evasive denizens of the night stalk foes unseen from the cover of darkness striking with precision and disappearing before they’re ever seen, they command powerful magical abilities drawn from the Plane of Shadow. [B]BAB: [/B]¾ as Rogue [B]Good Saves: [/B]Ref [B]HD: [/B]d6 [B]Class Skills:[/B] Class Skills (6 + Int modifier per level) Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy, Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Perform, Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha). [B]Weapon Prof:[/B] As Rogue, Rapiers, Repeating Crossbows, Simple weapons, no armor proficiencies, bucklers [B]CLASS ABILITIES[/B] 1: Darkvision 60, Shadow Slide, Shadow Strike 1d6 2: Hide in Plain Sight, Sneak Attack 1d6 3: Darkness, Shadow Strike 2d6 4: Evasion, Darkvision 120, Uncanny Dodge, Sneak Attack 2d6 5: Improved Shadow Slide, Shadow Door, Shadow Walk, Shadow Strike 3d6 6: Rogue Talent, Shadow Illusion, Summon Shadow, Sneak Attack 3d6 7: Darkvision 240, Shadow Strike 4d6 8: Shadow Call, Shadow Jump 40ft, Sneak Attack 4d6 9: Shadow Pounce, Deeper Darkness, Shadow Strike 5d6 10: Defensive Roll, Improved Uncanny Dodge, Sneak Attack 5d6 11: See In Darkness, Shadow Strike 6d6 12: Rogue Talent, Shadow Jump 80ft, Sneak Attack 6d6 13: Improved Shadow Strike, Shadow Vanish, Shadow Strike 7d8 14: Slippery Mind, Sneak Attack 7d6 15: Shadow Friends, Shadow Strike 8d8 16: Shadow Power, Shadow Jump 160ft, Sneak Attack 8d6 17: Mirrorshard Blade, Mirrorshard Blade (Mirror), Shadow Strike 9d8 18: Mirrorshard Blade (Reflection), Rogue Talent, Sneak Attack 9d6 19: Mirrorshard Blade (Blinding Light), Phantasmal Image, Shadow Strike 10d8 20: Mirrorshard Blade (Reflective Offense), Improved Evasion, Shadow Master, Shadow Jump 320ft, Sneak Attack 10d6 [B]Darkvision (Su): [/B]A Shadowdancer can see up to 60 feet in darkness, this range doubles every 3 levels to a maximum of 240 feet at 7th level [B]Shadow Strike (Su):[/B] As an attack action, a 1st-level shadowdancer can hit somebody with a bolt of darkness. A shadow strike has short range, (25 feet +5 feet every 2 levels) and strikes as a ranged touch attack. This deals 1d6 cold damage every odd level (1,3,5,7,9, etc) Feats and abilities such as Two Weapon Fighting and Rapid Shot that grant extra attacks do not grant extra uses of this ability per round though the attack may be used with Iterative Attacks. At 7th level, a shadowdancer's shadow strike can, at her option, deal Negative Energy Damage instead of cold damage. [B]Shadow Slide (Sp):[/B] At 1st level, a shadowdancer can use[I] Dimension Slide [/I]as a spell-like ability at will using the shadowdancer’s level as the caster level.. This works just like the psionic power, except that you must start and end in a shadow. You can start in your own shadow and end in someone else's. [B]Hide in Plain Sight (Su) [/B]At 2nd level a shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow. [B]Darkness (Sp):[/B] At 3rd level the Shadowdancer can cast [I]Darkness[/I] as a Spell Like ability at will using the shadowdancer’s level as the caster level. [B]Sneak Attack (Ex):[/B] The Shadowdancer deals 1d6 additional precision damage to any foe who is denied their dexterity bonus. At every even level (2,4,6,8, etc) the damage is increased by an additional d6. [B]Evasion (Ex) [/B]At 4th 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. [B]Uncanny Dodge (Ex) [/B]At 4th level, a shadowdancer cannot be caught flat footer, even if the attacker is invisible. She still loses her Dex bonus to AC if immobilized. A shadowdancer with this ability can still lose her Dex bonus to AC if an opponent successfully uses the feint action against her. If a shadowdancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead. [B]Improved Shadow Slide (Su)[/B]: At 5th level, you can Shadow Slide as a move action, the ability becomes a supernatural ability as well. [B]Shadow Door (Sp):[/B] At 5th level, the shadowdancer gains the ability to use [I]Dimension Door[/I] as a spell-like ability at will using the shadowdancer’s level as the caster level.. As with Shadow Slide, she must start and end in a shadow. [B]Shadow Walk (Sp):[/B] At 5th level, the shadowdancer gains the ability to use Shadow Walk as a spell-like ability at will using the shadowdancer’s level as the caster level. [B]Rogue Talent: [/B]At 6th level, and every six levels thereafter (6,12,18) a shadowdancer gains a special ability that allows her to confound her foes. This functions as the Rogue Talent class feature. A shadowdancer cannot select an individual talent more than once. If a shadowdancer has the Advanced Talents rogue class feature, she can chose from the Advanced Talents list instead. [B]Shadow Illusion (Sp): [/B]When a shadowdancer reaches 6th level, she can create visual illusions. This ability functions as [I]Silent Image[/I] using the shadowdancer’s level as the caster level. A shadowdancer can use this ability once per day for every two shadowdancer levels she has attained. The DC for this ability is Charisma based. [B]Summon Shadow (Su) [/B]At 6th level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer’s total. The shadow uses the shadowdancer’s base attack bonus and base save bonuses. If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fort save. If the saving throw fails, the shadowdancer gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days. [B]Shadow Call (Sp) [/B]At 8th level, a shadowdancer can create creatures and effects out of raw shadow. This ability functions as [I]Shadow Conjuration[/I] using the shadowdancer’s level as the caster level. A shadowdancer can use this ability 1+ Charisma Modifier (if positive) times per day at 8th level, plus one additional time per day for every two levels attained beyond 4th (2/day at 10th level, 3/day at 12th level, 4/day at 14th level, etc). The DC for this ability is Charisma based. Upon reaching 20th level, this ability functions as [I]Greater Shadow Conjuration. [/I] [B]Shadow Jump (Su) [/B]At 8th level, a shadowdancer gains the ability to travel between shadows as if by means of a [I]Dimension Door [/I]spell as an immediate action. The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadowdancer can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every four levels the distance a shadowdancer can jump each day doubles (80 feet at 12th, 160 feet at 16th, and 320 feet at 20th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment, this ability may not be used more than once per round. [B]Shadow Pounce (Ex):[/B] At 9th level, the shadowdancer can make a full attack action after using any of her Shadow movement abilities. If she uses this ability, it immediately ends her turn. [B]Deeper Darkness (Sp):[/B] At 9th Level the Shadowdancer may cast Deeper Darkness as a Spell Like ability at will using the shadowdancer’s level as the caster level. [B]Defensive Roll (Ex): [/B]Starting at 10th level, once per day, a shadowdancer can attempt to avoid a lethal blow. This functions as the rogue’s Advanced Talent of the same name. [B]Improved Uncanny Dodge (Ex): [/B]At 10th level and higher, shadowdancer can no longer be Flanked. This defense denies a Rogue the ability to Sneak Attack the Shadowdancer by flanking her, unless the attacker has at least four more rogue levels than the target has shadowdancer levels. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum Rogue level required to flank the character. [B]See in Darkness (Su): [/B]At 11th level the Shadowdancer can see perfectly in darkness of any kind, including that created by [I]Deeper Darkness[/I] [B]Shadow Vanish (Sp):[/B] At 13th level, a shadowdancer can cast [I]Greater Teleport[/I] as a spell-like ability at will. They can only take themselves and up to 50 pounds of objects, however. When disappearing, a shadowdancer seems to shrink and vanish into her own shadow and when reappearing she seems to explode in a burst of shadows. [B]Improved Shadow Stirke (Su):[/B] 13th level the shadow strike can deal Force Damage as the target creature's own shadow turns to attack them. The damage increases a die size (from 1d6 to 1d8) as well. [B]Slippery Mind (Ex) [/B]At 14th level, a shadowdancer becomes resilient to enchantment spells. This ability represents the Shadowdancer’s ability to wriggle free from magical effects that would otherwise control or compel her. If a she is affected by an enchantment spell or effect and fails her Saving Throw she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her Saving Throw [B]Shadow Friends (Su):[/B] At 15th level, a shadowdancer can create a shadow friend. This works like the[I] Unseen Servant[/I] spell, except the shadowdancer can see through the eyes and hear through the ears of her shadow friend. She may only have one such "friend" at a time. [B]Shadow Power (Sp) [/B]At 16th level, a shadowdancer can use raw shadow to damage her foes. This ability functions as [I]Shadow Evocation[/I] using the shadowdancer’s level as the caster level. A shadowdancer can use this ability 1+ Charisma Modifier (If Positive) per day at 16th level, and one additional time per day ever 2 levels thereafter (2/day at 18th level, 3/day at 20th level) The DC for this ability is Charisma-based. At 20th Level this ability functions as [I]Greater Shadow Evocation [/I] [B]Mirrorshard Blade (Su):[/B] At 17th level, the shadowdancer gains the ability to create a special weapon, the Mirrorshard Blade. As a free action usable once per round, she can create a Mirrorshard Blade (two if she has Two-Weapon Fighting). To do this, she must have a mirror or piece of a mirror on hand. She automatically has proficiency with this weapon. A Mirrorshard Blade has a reach of 5' and deals 1d8 slashing damage, as well as one point of Constitution damage, and has an enhancement bonus equal to 1/3 the shadowdancer's character level. A Mirrorshard Blade threatens a critical on an 18-20 and has a critical multiplier of ×2; the Constitution damage is also multiplied on a critical. Mirrorshard Blades have a range increment of 10', and instantly return to the hand of the user when thrown. Mirrorshard Blades also have the following special properties that are acquired as the shadowdancer levels up. [B]Mirrorshard Blade: Mirror (Su):[/B] At 17th level, as an immediate action, you may make an attack against any ray fired at you once per round. If your attack roll beats the attack roll used to hit you, you reflect the ray back at the caster. [B]Mirrorshard Blade: Reflection (Su): [/B] At 18th level, the wielder of a Mirrorshard Blade always has a single [I]Mirror Image[/I]. The images created by this ability, if destroyed, can all be reformed once per round as a free action. The Mirrorshard Blade must be drawn for this ability to function however it continues to function even after the blade has been used and remains until the Mirrorshard Blade is sheathed. [B]Mirrorshard Blade: Blinding Light (Su): [/B] At 19th Level, as a move action, the wielder of a Mirrorshard Blade can reflect any nearby light, causing all within 30' to make a Fortitude save (DC 10 + ½ character level + Dex modifier) or be Blinded for 3 rounds. Creatures with light sensitivity take a -4 penalty to their save and are permanently blinded if they fail the save. If they pass, light-sensitive creatures are Dazzled for three rounds. [B]Phantasmal Image (Sp):[/B] At 19th level, a shadowdancer can use [I]Major Image [/I]as a spell-like ability at will. The images are made from real shadow pulled from the Plane of Shadow, and as such are not mind-affecting figments and are not foiled by [I]True Seeing[/I] [B]Mirrorshard Blade: Reflective Offense (Su): [/B]At 20th Level, enemies always count as flat-footed against any attacks you make with your Mirrorshard Blades. Improved Uncanny Dodge by a character of at least 4 levels higher than the shadowdancer can counter this. [B]Improved Evasion (Ex) [/B]This ability, gained at 20th 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. [B]Shadow Master (Su) [/B]At 20th level, whenever a shadowdancer is in an area of dim light, she gains Damage Reduction of 10/—, a +2 luck bonus on all saving throws, and her Shadow Call and Shadow Power abilities function as [I]Greater Shadow Conjuration[/I] and [I]Greater Shadow Evocation[/I] respectively. In addition, whenever she successfully scores a critical hit against a foe who is in an area of dim light, that foe is blinded for 1d6 rounds. [/QUOTE]
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