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
(Cha), Decipher Script
(Cha), Escape Artist
(Wis), Move Silently
(Int), Sleight of Hand
(Dex), and Use Rope
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.
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.
At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effect of a darkvision
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.)
(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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