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SHADOWDANCER

Shadowdancers exist in the boundary between light and darkness, where they weave together the shadows to become half-seen artists of deception. Unbound by any specified morality or traditional code, shadowdancers encompass a wide variety of adventuring types who have seen the value of the dark.

Requirements

To qualify to become a shadowdancer, a character must fulfill all the following criteria:

Skills: Perform (dance) 5 ranks, Stealth 5 ranks

Feats: Combat Reflexes, Dodge

Hit Die: d8

Class Skills: The shadowdancer’s class skills are Acrobatics (Dex), Disguise (Cha), Escape Artist (Dex), Influence (Cha), Perform (Cha), Sleight of Hand (Dex), and Stealth (Dex).

Skill Ranks per Level: 6 + Int modifier

Table: The Shadowdancer

CLASS FEATURES

The following are the class features of the shadowdancer:

 

Hide in Plain Sight (Su):

A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

 

Darkvision (Ex):

At 2nd level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.

 

Uncanny Dodge (Ex):

At 2nd level, a shadowdancer cannot be caught flat-footed, even if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. A shadowdancer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a shadowdancer already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

 

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 receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer's total. The shadow uses the shadowdancer's base attack bonus and base save bonuses.

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 gains one permanent negative level. A successful saving throw avoids this negative level. 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 dim light. A shadowdancer can jump up to a total of 80 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. At 5th level, the distance a shadowdancer can jump each day doubles. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

 

Improved Uncanny Dodge (Ex):

At 5th level and higher, shadowdancer can no longer be flanked. This defense denies a rogue the ability to sneak attack the assassin by flanking him, unless the attacker has at least four more rogue levels than the target has assassin levels. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

 

Shadow Master (Su):

At 5th level, whenever a shadowdancer is in an area of dim light, she gains DR 5/-, a +1 luck bonus on all saving throws, and the benefits of the Blinding Critical feat.

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