To qualify to become a shadowdancer, a character must fulfill all the following criteria.
The shadowdancer's
class skills (and the key ability for each skill) are
Balance (Dex),
Bluff (Cha),
Decipher Script (Int),
Diplomacy (Cha),
Disguise (Cha),
Escape Artist (Dex),
Hide (Dex),
Jump (Str),
Listen (Wis),
Move Silently (Dex),
Perform (Cha),
Profession (Wis),
Search (Int),
Sleight of Hand (Dex),
Spot (Wis),
Tumble (Dex), and
Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
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.
Hide in Plain Sight (Su): A shadowdancer can use the
Hide skill 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.
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 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 (Su): At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effect of a
darkvision spell.
Uncanny Dodge (Ex): Starting at 2nd level, 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.)
Shadow Illusion
(Sp): When a shadowdancer reaches 3rd level, she can create visual illusions. This ability's effect is identical to that of the arcane spell silent image and may be employed once per day.
Summon Shadow (Su): At 3rd 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 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 adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion.
If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the
saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful
saving throw reduces the loss by half, to 100 XP per
prestige class level. The shadowdancer's XP total can never go below 0 as the result of a shadow's dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.
Shadow Jump (Su): At 4th level, a 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. A shadowdancer can
jump up to a total of 20 feet each day in this way; this may be a single
jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can
jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Defensive Roll (Ex): Starting at 5th level, 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), she 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 can't attempt a
defensive roll.
Improved Uncanny Dodge (Ex): At 5th level, a shadowdancer can no longer be flanked. This defense denies rogues
the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a
rogue at least four levels higher than the shadowdancer can flank her (and thus sneak attack her).
If a character gains
uncanny dodge (see above) from a second class the character automatically gains
improved uncanny dodge, and the levels from those classes stack to determine the minimum
rogue level required to flank the character.
Slippery Mind (Ex): At 7th level, if a 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 spell's effects occur normally.
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