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Shadow
Dancer
Description-Operateing on the boarder between light and darkness,Shadow dancewrs are nimble artists of deception.They are mysterious and unknown.Never compltely trusted but always induceing wonder when met. Alignment: Any Hit Die: d8. Requirements:Move Silently: 8 ranks.Hide:
10 ranks,Perform: 5 ranks,Feats: Dodge, Mobility, Combat Reflexes. Class Skills: The shadowdancers class
skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha),
Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise (Cha), Escape
Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform
(Cha), Pick Pocket (Dex), Profession (Wis), Search (Int), Spot (Wis), Tumble
(Dex), and Use Rope (Dex). 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. Table: The Shadowdancer Hide in Plain Sight: Shadowdancers can use
the Hide skill even while being observed. As long as they are within 10 feet
of some sort of shadow, shadowdancers can hide themselves from view in the
open without anything to actually hide behind. They cannot, however, hide
in their own shadows. Hide in plain sight is a supernatural ability. Evasion: 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 (such as a fireball), 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. Darkvision: At 2nd level, a shadowdancer can
see in the dark as though she were permanently under the affect of a darkvision
spell. This is a supernatural ability. Uncanny Dodge: At 3rd level and above, the
shadowdancer retains her Dexterity bonus to AC (if any) if caught flat-footed
or struck by an invisible attacker. Shadow Illusion: When a shadowdancer reaches
3rd level, she can create visual illusions from surrounding shadows. This
spell-like ability is identical to the arcane spell silent image and may be
employed once per day. Summon Shadow: At 3rd level, a shadowdancer
can summon a shadow, an undead shade. Unlike a normal shadow, this shadows
alignment matches that of the shadowdancer. The summoned shadow cannot be
turned, rebuked, or commanded by any third party. This shadow serves as a
companion to the shadowdancer and can communicate intelligibly with the shadowdancer.
Every third level gained by the shadowdancer allows her to summon an additional
shadow and adds +2 HD (and the requisite base attack and base save bonus increases)
to all her shadow companions. Shadow Jump: At 4th level, the 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. The shadowdancer can jump up to a total
of 20 feet each day in this way, although this may be a single jump of 20
feet or two jumps of 10 feet each. Every two levels thereafter, the distance
a shadowdancer can jump each day doubles (40 feet at 6th level, 80 feet at
8th level, and 160 feet at 10th level). This amount can be split among many
jumps, but each one, no matter how small, counts as a 10-foot increment. (A
6th-level shadowdancer who jumps 32 feet cannot jump again until the next
day.) Defensive Roll: Starting at 5th level, the
shadowdancer can roll with a potentially lethal blow to take less damage from
it. Once per day, when a shadowdancer 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), the shadowdancer can attempt to roll with the damage. She makes
a Reflex saving throw (DC = damage dealt) and, if successful, takes only half
damage from the blow. She must be aware of the attack and able to react to
it in order to execute her defensive roll. If she is in a situation that would
deny her any Dexterity bonus to AC, she cant attempt the defensive roll. Slippery Mind: This extraordinary ability,
gained at 7th level, represents the shadowdancers ability to wriggle
free from magical effects that would otherwise control or compel her. If the
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 spells
effects proceed normally. Improved Evasion: This extraordinary ability, gained at 10th level, works like evasion (see above). The shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage (breath weapon, fireball, and so on). Whats more, she takes only half damage even if she fails her saving throw, since the shadowdancers reflexes allow her to get out of harms way with incredible speed.
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