Walker In Shadows

Walkers in Shadows are members of a small, elite group who often work as bounty hunters or assassins, striking from the darkness to bring down their quarry. They have replaced part of their life force with shadowstuff in a secret ritual known only to them (it is suspected that part of the ritual involves mixing some of their blood with the essence of a shadow) in order to gain powers involving shadows and darkness. Few undergo the ritual, however, as it is irrevocable short of a wish or similar magics.

Unlike shades, Walkers in Shadows are still living beings, but the addition of shadow essence gives them several abilities not accessible to normal beings. They are not unduly affected by sunlight, but prefer to operate under cover of darkness. When they do go out during the day, they usually wear cloaks with deep hoods that hide their faces.

Most Walkers in Shadows are rogues, bards, Assassins, or Shadowdancers, but many come from other classes as well – monks make excellent Walkers in Shadows, as do rangers; shadowmancers (wizards specializing in shadow magic) and illusionists are fairly common, and even an odd fighter or cleric or two have become Walkers.

Hit Die: d6.

Requirements

To qualify to become a Walker in Shadows (WiS), the character must fulfill all the following criteria.

Alignment: Any non-good

Skills: Stealth 8 ranks

Special: Must have undergone the ritual to become a Walker in Shadows.

Class Skills

The Walker in Shadows' class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Perception (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex).

Skill Points Per Level: 4 + Int modifier



Table 1: The Walker in Shadows
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +2 +0 Circle of shadows, darkvision, sneak attack +1d6
2nd +1 +0 +3 +0 Cloak of shadows, death attack
3rd +2 +1 +3 +1 Shadowblade (light)
4th +3 +1 +4 +1 Shadowblend, sneak attack +2d6
5th +3 +2 +4 +2 Shadowsuccor
6th +4 +2 +5 +2 Shadowform, shadowblade (one-handed)
7th +5 +2 +5 +2 Shadow health, sneak attack +3d6
8th +6 +3 +6 +3 Shadow meld
9th +6 +3 +6 +3 Shadowstrike, shadow bow
10th +7 +4 +7 +4 Shadow walk, sneak attack +4d6


Class Features

All of the following are class features of the Walker in Shadows.

Weapon and Armor Proficiency: Walkers in Shadows gain no additional weapon or armor proficiencies.

Circle of Shadows (Su): Once per day per three class levels, a Walker in Shadows can create shadows in a 30-foot radius around himself. The ambient light level is equivalent to torchlight, if it was brighter (this ability does not brighten darker lighting), and suppresses spells of 2nd level or less that create light. Higher-level spells, like daylight or deeper darkness, suppress the circle of shadows in turn. The shadows last for as long as the Walker concentrates on them, or for 1 round per class level (he must choose, when using this ability, to concentrate or simply let it go; once chosen, the duration is set); in either case, it is immobile once called into being. All creatures in the area of effect, including the Walker, gain a +10 circumstance bonus to Stealth checks to hide. This counts as "shadow" for purposes of a Shadowdancer's shadow jump ability or the Walker's shadow blend or cloak of shadows abilities.

Darkvision (Ex): A Walker in Shadows gains darkvision.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every three levels (4th, 7th, 10th, and 13th). If a Walker in Shadows gets a sneak attack bonus from another source, the bonuses on damage stack.

Cloak of Shadows (Su): While standing in areas of shadow or darkness (at least equal to torchlight), a Walker in Shadows can take a standard action to gather shadows around himself. This grants a bonus to Stealth checks equal to his class level. It can be used once per day per point of his Int bonus, and lasts for one minute. Light equal to sunlight or a daylight spell instantly banishes the shadows and negates the Stealth bonus.

Death Attack: This is exactly like the Assassin ability of the same name.

Shadowblade (Su): Three times per day, as a standard action, a Walker in Shadows can create a blade of shadow energy. The blade can be that of any light bladed weapon he has seen or is proficient with – daggers, knives, etc., and deals damage accordingly. It can be thrown, but it immediately dissipates upon striking or missing; otherwise it lasts for 1 round per class level.

At 6th level, the weapon created can be any one-handed bladed weapon.

At 9th level, the Walker can create a shortbow and one arrow per class level, which deals 1d6 points of negative energy damage.

Shadow Blend (Su): In any condition of illumination other than full daylight, a Walker in Shadows can disappear into the shadows as a standard action, giving him 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 Walker normally.

Shadowsuccor (Su): Three times per day as a standard action, the Walker in Shadows can step into a shadow large enough to hide him and enter an extradimensional space just large enough to hold him and a Tiny familiar or animal companion. He can remain in this space for 1 minute per class level; if he has not exited the space before that time, he is returned to the shadow where he entered. If the shadow no longer exists (the light source has shifted, or there is a new one nearby), he is shunted into the Plane of Shadow instead and must find his own way back.

Shadowhealth (Su): The Walker heals 1 point of damage per three class levels each minute that he hides in the shadows and remains still, absorbing shadowstuff from the darkness around him to heal his wounds. He can use this ability in conjunction with the shadow blend ability; if the shadows are dispelled any time during a given minute, or if he moves out of them, he does not gain any healing for that minute. While healing, he must remain in one spot, and he can't use spells, psionic powers, or abilities that are not passive in nature (i.e., spells and abilities that are already in effect and/or require little or no concentration to use). Damage from positive energy or light-based spells and effects cannot be healed in this manner, however.

Shadowform (Su): Three times per day as a standard action, a Walker in Shadows and up to 500 pounds of gear can assume shadowform – he becomes, in effect, a shadow similar to the undead creature. He is incorporeal, has a fly speed of 40 feet (good), and is indistinguishable from a normal shadow at a glance (though detection spells will reveal him as a living being). He is not undead, however – he doesn't gain the shadow's Strength drain or create spawn abilities and cannot be turned or rebuked. This ability lasts for 1 minute per class level.

Shadow Meld (Su): A more powerful version of the Shadowsuccor ability, Shadow Meld enables the Walker in Shadows to attach the extradimensional space to a shadow, so that if it moves, he moves with it. Many Walkers use this ability to follow targets without being sensed or seen, by hiding in the target's shadow or the shadow of its mount or vehicle (cart, carriage, etc.). The duration of this power is extended to 10 minutes per class level.

Shadowstrike (Su): At 9th level, a Walker in Shadows can deal damage to a creature by striking at its shadow, as if his weapon had the shadow strike enchantment. He can make one such strike per class level each day; unlike the spell, however, he can also make sneak attacks and death strikes.

Shadow Walk (Sp): Once per day as a full-round action, the Walker in Shadows can travel to the Plane of Shadow and back as if he were using the spell shadow walk. He can take up to one other creature per three class levels with him.

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