Shadowdancer

Shadowdancers are those who have the ability to manipulate Shadow, but are not actually infused with its essence. They use the shadows to throw off attacks and effects that would otherwise harm them, or to travel from place to place. They most often serve as spies, assassins, or thieves, as these occupations best serve their skills.

Shadowdancers are usually rogues or bards; monks sometimes undergo the training to augment their abilities, but most spellcasters take levels in Shadowfane.

Hit Die: d6.

Requirements

To qualify to become a Shadowdancer (Sdr), a character must fulfill all the following criteria.

Skills: Stealth 7 ranks, Acrobatics 5 ranks.

Feats: Combat Reflexes, Dodge, Mobility.

Class Skills

The Shadowdancer's class skills are Acrobatics (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Jump (Str), Perception (Wis) Perform (Cha), Search (Int), Sleight of Hand (Dex), and Stealth (Dex).

Skill Points Per Level: 4 + Int modifier



Table 1: The Shadowdancer
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +2 +0 Darkvision, cloak of shadows
2nd +1 +0 +3 +0 Evasion
3rd +2 +1 +3 +1 Shadow jump 40 ft.
4th +3 +1 +4 +1 Hide in plain sight, uncanny dodge
5th +3 +2 +4 +2 Shadow jump 80 ft.
6th +4 +2 +5 +2 Slippery mind
7th +5 +2 +5 +2 Shadow blend, shadow jump 160 ft.
8th +6 +3 +6 +3 Improved evasion
9th +6 +3 +6 +3 Shadow jump 320 ft.
10th +7 +4 +7 +4 Improved uncanny dodge, dance of the shadows


Class Features

All of the following are class features of the Shadowdancer.

Weapon and Armor Proficiency: Shadowdancers gain no additional weapon or armor proficiencies.

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 +5 bonus to Stealth checks when hiding (this increases to +10 at 5th level, and +15 at 10th). It can be used once per day per point of her Cha bonus, and lasts for one minute. Light equal to sunlight or a daylight spell instantly banishes the shadows and negates the 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 one-quarter 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): As a standard action, a Shadowdancer can travel between shadows as if by means of a dimension door spell (except that she is not disoriented by the jump). The magical transport must begin and end in an area with at least some shadow. A Shadowdancer can jump up to a total of 40 feet each day in this way; this can be a single jump of 40 feet or multiple jumps of 10 of more feet each. Every two levels higher than 3rd, the distance a Shadowdancer can jump each day doubles (80 feet at 5th, 160 feet at 7th, and 320 feet at 9th). 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 Stealth skill to hide 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): 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 the Shadowdancer gains uncanny dodge from a second class, she automatically gains improved uncanny dodge (see below).

Slippery Mind (Ex): If a Shadowdancer is affected by an enchantment and fails her save, 1 round later she can attempt a second save. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell's effects occur normally.

Shadow Blend (Su): In any condition of illumination other than full daylight, a Shadowdancer can 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, will.

Improved Evasion (Ex): This ability works like evasion, except that while the Shadowdancer still takes no damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. A helpless Shadowdancer does not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex): A Shadowdancer can no longer be flanked. This defense denies other characters the ability to use flank attacks to sneak attack her. The exception to this defense is that a character with a base attack bonus four or more points higher than the Shadowdancer's can flank her (and thus sneak attack her).

If a Shadowdancer gains uncanny dodge (see above) from a second class, she automatically gains improved uncanny dodge, and the base attack bonuses from those classes stack to determine the minimum bonus required to flank her.

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 writhing shadows grant all beings in the area of effect, including the Shadowdancer, a +10 circumstance bonus to Stealth checks when hiding. In addition, 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.

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