Shadow Walker

Ability Requirements :	Dexterity 15
				Intelligence 15

Prime Requisite:	Dexterity
			Intelligence

Allowed Races:	Human, Elf, Half-elf

	A Shadow Walker may be of any non-lawful alignment.
	A Shadow Walker with a score of 16 or more in dexterity or intelligence receive a 5% bonus per ability, up to a maximum of 10%, to their character experience points.
	A Shadow Walker can use the following weapons: Club, Dagger, Dart, Knife, Dirk, Sling, Broad Sword, Short Sword. Shadow Walkers can use only light armors and no shields.
	A Shadow Walker have a hit dice of d6, the thaco of rogues, the saving throws of rogues except those vs Rod, Staff, Wand and Spells that are as a wizard of the same level as the Shadow Walker, and use the Thief/Bard experience table.
	Shadow Walkers can use all magical items allowed to rogues and wizards.
	A Shadow Walker who is unencombred and wearing no armors receive a dexterity bonus of +2 to his Armor Class.
	Shadow Walkers may learn wizard spells from the following school: Abjuration, Alteration, Illusion/Phantasm, Universal Magic, and Divination.
	Shadow Walkers receive bonus spells with a high intelligence score.
Shadow Walker’s may buy the following nonweapon proficiency at half their cost:Detect Noise, Find/Remove Traps, Hide in Shadows, Move Silently, Open Locks. 
A Shadow Walker who has the same memorize spell than another spellcaster is casting, can swap it in order to cancel the spell effects. In order to do so, a Shadow Walker must have an initiative roll quicker than the opponent but must not have taken any action before the other spellcaster start to cast it’s spell, make a Hold Attack, roll a successful wizardly or priestly spellcraft roll in the same time the other spell is being cast, to identify the spell to cancel it. Remember that in order to succeed, the correct spellcraft proficiency must be chosen since wizardly spellcraft only detect arcane spells and priestly spellcraft only detect divine spells. If he choose to cancel the cast spell, this will be his action for that round. The swap spell is wipe out of the caster’s mind if used in this manner. An unsuccessful spellcraft roll result in an unidentify spell cast and can’t be cancel for that round. The cancel spell effect will only take place when the other spellcaster will finish to cast it’s spell since you will be casting the counter spell.

Shadow Walker		Spell per Day
Level			1	2	3	4
1			1	-	-	-
2			2	-	-	-
3			3	-	-	-
4			4	-	-	-
5			4	1	-	-
6			4	2	-	-
7			4	3	-	-
8			4	4	-	-
9			4	4	1	-
10			4	4	2	-
11			4	4	3	-
12			4	4	4	-
13			4	4	4	1
14			4	4	4	2
15			4	4	4	3
16			4	4	4	4
17			4	4	4	4
18			4	4	4	4
19			4	4	4	4
20			4	4	4	4
21			4	4	4	4
22			4	4	4	4
23			4	4	4	4
24			4	4	4	4
25			4	4	4	4
26			4	4	4	4
27			4	4	4	4
28			4	4	4	4
29			4	4	4	4
30			4	4	4	4

Shadow Walker Spell Point Progression
			Max. Spells
Shadow Walker	Memor	ize at	Spell
Level			Each L	evel	Points
1			1		4		
2			2		8		
3			3		15		
4			4		20		
5			4		25		
6			4		30		
7			4		35		
8			4		40		
9			4		50		
10			4		60		
11			4		70		
12			4		80		
13			4		95		
14			4		110		
15			5		125		
16			5		140		
17			5		140		
18			5		140		
19			5		140		
20			5		140		
21			5		140		
22			5		140		
23			5		140		
24			5		140		
25			5		140		
26			5		140		
27			6		140		
28			6		140		
29			6		140		
30			6		140		
Wizardly Spell Cost By Level
Spell		Fixed		Free
Level		Magick	Magick
Cantrip	-		1
1st		4		8
2nd		6		12
3rd		10		20
4th		15		30

Proficiency Group Crossovers: General, Rogue.
	Weapon Proficiency			Nonweapon Proficiency
Initial		# Level	Penalty	Initial		# Level
1		4		-4		4		4

Shadow Walkers can specialize in only one of the following fighting style: one-handed, two-handed, and two weapon; but can use all of them.
Wealth Option: 2d6 x 10 GP

# of Attack Per Round
Shadow Walker
Level		# Att/rnd
1-12	1/1
13-24	3/2
25+		2/1

A Shadow Walker receive 90 character points to spend on skills from the following list.

10 	Backstab(See below)
10	Evasion(See below)
9	Uncanny Dodge(See below)
40	Special Abilities(See below)
1	Find/Remove Traps Nonweapon Proficiency[See the New General Proficiencies{Thieving Skills} for more information]
5/10/15Hit Point Bonus(d8/d10/d12)
5/10/20/25Combat Bonus(Rogue/Priest/Warrior/Monster thaco)
15/20	Warrior Ability Bonus[See the Priest section in Spells & Magic]
15	Weapon Specialization
10	Defense Bonus[See the Fighter section in Skills & Powers]
5	Bribe(See below)[See the Thief section in Skills & Powers]
5	Climb Walls(See below)[See the Thief section in Skills & Powers]
10	Detect Illusion(See below)[See the Thief section in Skills & Powers]
10	Detect Magic(See below)[See the Thief section in Skills & Powers]
4	Detect Noise(See below)[See the Thief section in Skills & Powers]
10	Escaping Bonds(See below)[See the Thief section in Skills & Powers]
10	Find/Remove Traps(See below)[See the Thief section in Skills & Powers]
4	Hide In Shadows(See below)[See the Thief section in Skills & Powers]
5	Move Silently(See below)[See the Thief section in Skills & Powers]
10	Open Locks(See below)[See the Thief section in Skills & Powers]
10	Pick Pockets(See below)[See the Thief section in Skills & Powers]
5	Read Languages(See below)[See the Thief section in Skills & Powers]
5/10	Scroll Use[See the Thief section in Skills & Powers]
4/5	Thieve’s Cant(for 4 character points, the Shadow Walker must spend a nonweapon proficiency slot to learn this ability, for 5 character points the ability is learn automatically)[See the Thief section in Skills & Powers]
10	Tunnelling(See below)[See the Thief section in Skills & Powers]
5	Appraisal(See below)[See the New General Proficiencies{Thieving Skills} for more information]
5	Forge Document(See below)[See the New General Proficiencies{Thieving Skills} for more information]
5	Sign Languages(See below)[See the New General Proficiencies{Thieving Skills} for more information]
10	Identify Runes(See below)[See the New General Proficiencies{Thieving Skills} for more information]
5+	Nonweapon Proficiency Group Crossovers
10+	Weapon Proficiency Group Crossovers(10 character points per new class)
3/5/8	Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +2/odd level, +1/even level for 5 points, +3 initial, +3/level after 1st level for 8 points
2/10	Weapon Selection(Thief/All Weapons)
6	Shadow Aura at 3rd level(See below)
7	Shadow Cloak at 8th level(See below)
12	Shadow Form at 12th level(See below)
4/5	Use Magical Items Allowed to the Wizard class(With a –4 penalty to initiative rolls/with no penalty at all)
3	Gain the Saving Throws of a Wizard of the Same Level vs Rod, Staff, Wand and Spells
6	Spell Ability(See below)
5	Night Vision(See below)
5/8	School Knowledge[See the Wizard section in Spells & Magic]
2/5	Automatic Spell Acquisition[See the Wizard section in Spells & Magic]
10/15	Bonus Spell[See the Wizard section in Spells & Magic]
2/5	Casting Time Reduction(One school/All School) [See the Wizard section in Spells & Magic]
10/15	Extended Spell Duration[See the Wizard section in Spells & Magic]
5/7+	Learning Bonus[See the Wizard section in Spells & Magic]
5/7+	Range Increase[See the Wizard section in Spells & Magic]
3	Weapon Proficiency Bonus: 1/5 level
1	One Nonweapon Proficiency Bonus
2	One Weapon Proficiency Bonus
2	Able to Use the Fighting Style Weapon & Shield

Restriction
5/10/15	Limited Armor(Medium/Light/None)
3/5/10		Limited Weapon Selection(ShadowWalker/Wizard/None)
5+		Limited Magical Item Use[See the Fighter section in Skills & Powers]
5		Reduced Hit Dice(d4)
5		Reduced Combat Ability(Wizard thaco)
5		Awkward Casting Method[See the Wizard section in Spells & Magic]
5+		Opposition School[See the Bard section in Spells & Magic]
10		Reduced Spell power[See the Bard section in Spells & Magic]
15		Reduced Spell Progression[See the Bard section in Spells & Magic]
2		Behavior/Taboo[See the Wizard section in Spells & Magic]
5		Difficult Memorization[See the Wizard section in Spells & Magic]
5+		Environmental Condition[See the Wizard section in Spells & Magic]
10		Hazardous Spells[See the Wizard section in Spells & Magic]
17/20		Learning Penalty[See the Wizard section in Spells & Magic]
2/5		Slower Casting Time[See the Wizard section in Spells & Magic]
5+		Supernatural Constraint[See the Wizard section in Spells & Magic]
8		Talisman[See the Wizard section in Spells & Magic]

	Shadow Aura at 3rd level: Upon reaching 3rd level, a shadow walker is able to raise a semimagical aura of darkness about his body. This increases his ability to hide in shadows by 25% if the character has at least one round to prepare himself. Once the shadow aura is erected, he can maintain it for a number of round equal to his level. This power can be used three times each day.
	Night Vision: A shadow walker’s eyes are naturally attuned to darkness and are able to register subtle illumination sources than normal human can. They can see normally in all but absolute darkness. The range of the night vision is equal to 10 feet per experience level.
	Shadow Cloak at 8th level: When a shadow walker attains the 8th level, he can assume a shadowy form. This makes him invisible (as the spell) in dimly lighted areas and increases his chance to hide in shadows by 50% in other places. As with the shadow aura, this requires one round to manifest and can be maintained for a number of rounds equal to the level of the character. This ability may be employed three times in any 24-hour period.
	Shadow Form at 12th level: After he reaches 12th level, a shadow walker becomes truly attuned to shadows and darkness. If he has one round to mentally prepare himself, the character may totally transform himself into an animated shadow. The effects of this power are similar to those of the wraithform spell, except the character is also invisible in all but the brightest light. As with the lesser abilities of this class, the character can maintain this power for a number of rounds equal to his level and can employ this power three times in any 24-hour period. When in this form, however, the character is very vulnerable to light-based attacks. Any saving throw the character makes against such an attack suffers a –4 penalty. Any attack against the character that causes damage with lighyt inflicts double damage and has a +4 bonus on any applicable attack roll.
	Spell Ability: The Shadow Walker’s gains the ability to cast wizardly spells from the following schools: Abjuration, Alteration, Illusion/Phantasm, and Divination. The shadow walker’s learn and cast their spells as do they were wizards. 
	Backstab: The backstab now works every times the dexterity bonus are denied to the AC of the target (wether he actually has a dexterity bonus or not). Backstabs can be done on creatures who are attack from the rear or the flank. You can now make a range backstab attack but the target must be within 30 feet. The backstab only applies to living creatures with a discernible anatomy – Undead, Constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is also invulnerable to backstab attacks. The shadow walker must be able to see the target well enough to pick out a vital spot and must be able to reach that spot. The shadow walker cannot backstab while attacking a creature who is concealed or stricking the limbs of a creature whose vitals are beyond reach. The backstab doesn’t gain any attack roll bonus, the character only use it’s normal attack roll, with any other bonuses from attacking from behind or a prone opponent.
		Backstab Damage Multipliers
Shadow Walker’s	Damage Multiplier
Level			Normal				Or DM’s choice
1-4                  		x2 times the weapon’s dice(s)	+1d6
5-8                 		x3 times the weapon’s dice(s)	+2d6
9-12              	  	x4 times the weapon’s dice(s)	+3d6
13+			x5 times the weapon’s dice(s)	+4d6

	Evasion: at 2nd level, a shadow walker gains evasion. If exposed to any effect that normally allows the character to use his dexterity/defense adjustment for a saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. Evasion can only be used if the shadow walker is wearing light or no armor.
	Uncanny Dodge: Starting at 3rd level, the shadow walker gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 3rd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)
At 6th level, the shadow walker can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a shadow walker the ability to use a flank attack to backstab another rogue with the same ability. The exception to this defense is that a rogue at least four levels higher than the shadow walker can flank him (and thus can backstab him).
At 11th level, the shadow walker gains an intuitive sense that alerts him to danger from traps, giving him a bonus of +1 to saving throws and to AC against attacks by traps. At 14th level, these bonus rise to +2. At 17th level, these bonus rise to +3. At 20th level, these bonus rise to +4.
	Special Abilities: On achieving 10th level and every three leves thereafter (13th, 16th, 19th, etc.), a shadow walker gets a special ability of her choice from among the following:
		Crippling Strike: A shadow walker with this ability can backstab opponents with such precision that the blows weaken and hamper them. When the shadow walker damages an opponent with a backstab, that character also take 1 point of strength damage. Ability points lost to damage return on their own at a rate of 1 point per day.
		Defensive Roll: The shadow walker can roll with potentially lethal blow to take less damage from it. Once per day, when a shadow walker would be reduce to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the shadow walker can attempt to roll with the damage. She makes a saving throw vs. paralization (dexterity bonus applies) and, if she’s successful, she 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 denied her dexterity bonus to AC, she can’t roll. This ability can’t be use in conjonction with the evasion or improved evasion ability.
		Improved Evasion: This ability works like evasion, except that while the shadow walker still takes no damage on a successful save, she now takes only half damage on a failed save (the shadow walker’s reflexes allow her to get out of harm’s way with incredible speed).
		Opportunist: Once per round, the shadow walker can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. The opponent must be within the shadow walker’s melee reach in order to perfom that action. This attack counts as the shadow walker’s attacks of opportunity for that round. Even a shadow walker with the combat reflexes weapon proficiency can’t use the opportunist ability more than once per round.
		Skill Mastery: The shadow walker selects a number of nonweapon proficiencies equal to 3 + her intelligence/# of language bonus. When making a check from the choosen proficiencies, the shadow walker doesn’t receive any penalty and can use them even if stress or distractions would normally prevent her from doing so. She becomes so certain in her skill that she can use her skill reliably even under adverse condition. The shadow walker may gain this special ability multiple times, selecting additional skills for it to apply to each time.
		Slippery Mind: This ability represents the shadow walker’s ability to wriggle free from magical effects that would otherwise control or compel her. If the shadow walker with slippery mind is affected by an enchantment and fails her saving throws, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw.
		Weapon Proficiency: A shadow walker may gain a weapon proficiency slot in place of a special ability.

	When Purchasing a thieving skill as a class ability when first creating a Shadow Walker, the initial Shadow Walker’s thieving percentage will be as below:
				Initial Percentage
Skills				Shadow Walker
Pick Pockets				15
Open Locks				5
Find/Remove Traps			5
Move Silently				5
Hide In Shadows				5
Detect Noise				5
Climb Walls				60
Read Languages				0
Detect Magic				5
Detect Illusion				10
Bribe					5
Tunnelling				15
Escape Bonds				10
Appraisal				10
Forge Documents			10
Sign Language				15
Identify Runes				10

The shadow walker will receive 5% of discretionary percentage point per thieving skills, up to a maximum of 40%,  at 1st level that he can add to their base scores. No more than 20% can be assigned to any single skill. Each time the thief advance in level, he will receive 5% of discretionary percentage point per thieving skills, up to a maximum of 25%,  that he can add to their base scores. No more than 10% can be assigned to any single skill.