Shadowdancer fix


Homebrew and House Rules


Shadowdancer

Hit Die: d8.

Requirements
Feats: Combat Reflexes, Dodge, Mobility.
Skills: Stealth 5 ranks

Class Skills
The shadowdancer's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Knoledge (Planes) (Int), Perception (Wis), Perform (Cha), Sleight of Hand (Dex), and Stealth (Dex).

Skill Ranks at Each Level: 6 + Int modifier.
BAB +3/4, Good saves: Ref

Level Special
1st Hide in Plain Sight, Shadowstrike +1d6, See in Darkness

2nd Evasion, Uncanny dodge, Shadow Feat

3rd Shadow Illusion, Evoke Shadows, Shadow Pool, Summon Shadow

4th Shadow Call, Shadow Jump, Shadow Feat

5th Defensive roll, Improved Uncanny Dodge, Shadowstrike +2d6

6th Dimensional Dervish, Improved Shadow Jump, Shadow Feat

7th Slippery mind, Greater Shadow Call

8th Dimensional Savant, Greater Shadow Jump, Shadow power, Shadow feat

9th Greater summon shadow, Improved evasion, Shadowstrike +3d6

10th Greater Shadow Power, Shadow feat, Shadow Master

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 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.

Shadowstrike (Ex)
This is exactly like the rogue ability sneak attack. The extra damage dealt increases by +1d6 every 4th level (1st, 5th, and 9th). If a shadowdancer gets a sneak attack bonus from another source, the bonuses on damage stack.

See in Darkness (Su)
At 1st level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet. At 4th level, a shadowdancer can also see in magical darkness. At 6th level, a shadowdancer gains blindsense out to a range of 60 feet. At 8th level, a shadowdancer gains blindsight out to a range of 30 feet.

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. If a shadowdancer already has evasion from a different class, he automatically gains improved evasion instead.

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

Shadow Feat
At 2nd level, and every two levels thereafter, a shadowdancer gains a special ability that allows her to confound her foes. This ability manifests in the form of bonus feats at 2nd, 4th, 6th, 8th, and 10th level. He can choose feats from a special shadow feat list, even if he does not have the normal prerequisites.

Shadow feats: Cartwheel Dodge, Deepsight, Dimensional Maneuvers, Dimensional Maneuvers, Extra Rogue Talent, Light Step, Shadow Dodge, Twist Away, Blinding Sneak Attack, Following Step, Hellcat Pounce, Landing Roll, Pin Down, Shadow Strike, Spring Attack, Step Up and Strike

Shadow Pool
At 3rd level, a shadowdancer gains a pool of shadow points, supernatural energy she can use to accomplish amazing feats. The number of points in the shadowdancer’s shadow pool is equal to 3 + her Charisma modifier. At each level after the 3rd a shadowdancer gains 2 additional shadow points. As long as she has at least 1 point in her shadow pool, she gains +4 luck bonus to Stealth skill.

By spending 1 point from her shadow pool, a shadowdancer can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a shadowdancer can spend 1 point from her shadow pool to give herself a +4 insight bonus on Acrobatics or Stealth checks for 1 round. Each of these powers is activated as a swift action. A shadodancer gains additional powers that consume points from her shadow pool as she advances to higher levels.
The Shadow pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Shadow Illusion (Sp)
When a shadowdancer reaches 3rd level, she can create visual illusions by spending a point from her shadow pool. This ability functions as silent image, using the shadowdancer's HD - 3 as the caster level. At 5th level, this ability becomes Minor Image. At 8th level, this ability becomes Major Image. The DC for this ability is Charisma-based.

Evoke Darkness (Sp)
When a shadowdancer reaches 3rd level, she can manipulate the surrounding shadows by spending a point from her shadow pool. This ability functions as darkness, using the shadowdancer's HD - 3 as the caster level. At 5th level, a shadowdancer can also use this ability as deeper darkness. The DC for this ability is Charisma-based.

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 dice (d8) equal to shadowdancer’s HD - 3. The shadow gains bonus hit points equal to its charisma modifier. The shadow uses the shadowdancer's base attack bonus and base save bonuses. At 9th level, the shadow turns into a greater shadow, as presented in the bestiary 1 p. 245. It receives a +8 bonus on Will saves made to halve the damage from positive channeled energy. 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 Call (Sp)
At 4th level, a shadowdancer can create creatures and effects out of raw shadow by spending 2 points from her shadow pool. This ability functions as shadow conjuration, using the shadowdancer's HD - 3 as the caster level. Upon reaching 7th level, this ability functions as greater shadow conjuration. The DC for this ability is Charisma-based.

Shadow Jump (Su)
At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. Using the shadow jump is a move action. 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 20 feet by spending a point from her shadow pool. At 6th level, a shadowdancer gains improved shadow jump, allowing her to jump up to a total of 30 feet by spending a point from her shadow pool. In addition, a shadowdancer can swap places with an ally that is within the shadow jump’s range. At 8th level, a shadowdancer gains greater shadow jump, allowing her to jump up to a total of 40 feet by spending a point from her shadow pool. In addition, a shadowdancer can jump as a swift action by spending an additional point from her shadow pool.

Defensive Roll (Ex)
Starting at 5th level, once per day, a shadowdancer can attempt to avoid a lethal blow. This functions as the rogue's advanced talent of the same name.

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 shadowdancer by flanking her, unless the attacker has at least four more rogue levels than the target has shadowdancer levels.
If a character already has improved uncanny dodge, they gain a bonus shadow feat.

Dimensional Dervish
At 6th level, a shadowdancer gains dimensional dervish as a bonus feat.

Slippery Mind (Ex)
At 7th level, a shadowdancer becomes resilient to enchantment spells. This functions as the rogue's advanced talent of the same name.

Dimensional Savant
At 8th level, a shadowdancer gains dimensional savant as a bonus feat.

Shadow Power (Sp)
At 8th level, a shadowdancer can use raw shadow to damage her foes by spending 2 points from her shadow pool. This ability functions as shadow evocation, using the shadowdancer's HD - 3 as the caster level. Upon reaching 10th level, this ability functions as greater shadow evocation. The DC for this ability is Charisma-based.

Improved Evasion (Ex)
This ability, gained at 9th level, works like evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What's more, she takes only half damage even if she fails her saving throw.
If a shadowdancer already has improved evasion, she gains +2 bonus on all reflex saves.

Shadow Master (Su)
At 10th level, whenever a shadowdancer is in an area of dim light, she gains DR 10/— and a +2 luck bonus on all saving throws. They may also use the Evoke Darkness class feature as a swift action, and add +1 to the Difficulty Class for all saving throws against spell-like abilities gained from the shadowdancer class. In addition whenever she successfully scores a critical hit against a foe that is in an area of dim light, that foe is blinded for 1d6 rounds.

Feedback? Too much?


No replies? I am dissappoint =P

To elaborate the meaning of the fix, is to simply make the shadowdancer a viable option for players looking for more mobility in combat. I have a rogue in my group (that I GM) that aims to become a shadowdancer, and I don't want her to suffer for that choice. Only problem is that I haven't played pathfinder that much on higher levels, so I don't know if this is too much or just right.


Looks good. This fixes a lot of the issues with the current Shadowdancer.

I'm not sure about the 6th and 8th level feats though. Might consider just adding them to the list of bonus feat options instead, or working the entire Dimensional feat chain into the class instead of the bonus feats.

Sovereign Court

I actually think the shadowdancer is a fairly decent PrC as-is. It's not the best PrC ever, but it's solid middle-class. The funny part is that it's a much better PrC for full-BAB classes than for rogues.

To elaborate: the main draw of the CRB version is the shadow companion. It inherits your BAB and base saves, so you'd want a class that gives the best possible BAB and saves. That would be, in rough order of preference:

1) Paladin; Will saves are by far the most important to incorporeal undead. They're immune to most things that require Fortitude and incorporeality tends to halve all Reflex-related things. Will protects them from nasty spells and Channel Energy.

2) Lorewarden fighter; it's got an easy time with the feat path and is already suited to hit-and-run tactics. It's also a decent fit skill-wise, since the LF is not weighed down by stealth-inhibiting armor.

3) Slayer: fairly relaxed in feats, but doesn't gain as much from the PrC. Good thematic fit though.

4) Ranger: still doable feat-wise and two good saves.

5) Abyssal/Aberrant Bloodrager: for a reach weapon build, fuelled by Combat Reflexes.

6) Barbarian/Bloodrager: as above, just not as impressive.

7) Fighter: easy to do the feat path and full BAB, and you have the most to gain from the PrC's skills.

8) Monk: not great BAB synergy, but excellent saving throws. Can make good use of the mobility.

I think Swashbucklers and ninjas are also still somewhat workable, but now we're really circling the drain.


Ascalaphus, you are correct, and you've also highlighted why the Shadowdancer isn't really that great currently.

The fact that Paladins make the best Shadowdancers, and Ninjas are one of the worst possible choices says a lot about the failure of the initial design.

Sovereign Court

I doubt it was meant for rogues, the prc gives select rogue talents and abilities with a low bar to achieve them. Its an ideal 3 level prc for kensai magi, and those that need uncanny dodge, darkvision, and evasion.


Thanks for the feedback ^^


Righty_ wrote:
I doubt it was meant for rogues, the prc gives select rogue talents and abilities with a low bar to achieve them. Its an ideal 3 level prc for kensai magi, and those that need uncanny dodge, darkvision, and evasion.

Here's the version that came out during 3.0 It was the very first Rogue prestige class. It was designed specifically to be the pinnacle of roguey-ness. It even said so in the description of the class.

As you can see it hasn't changed that much in three editions of the game.

Sovereign Court

I see the link but it doesn't support your statement. I played the 3e version and it was the common goto place for what I said above. Rogues get most of the benefits without the prc. It was an easy in for non rogues to be rogish. There was no requirement which even caused you to have a level of rogue (unlike the trickster's 2d6 sneak attack)

Sovereign Court

My statement was made for the original version.

The prc you built add items to the SD, but as your intent is to make it more rogue required, I would make it require rogue levels, feats, or talents that are generally rogue aligned

Prereq - shadow strike (feat), Fast Stealth (talent), 3d6 sneak attack, and or evasion. That would pull it from a general prc to a more rogue intended version. Then remove evasion to improved evasion.

Shadow feats are interesting, a lot more than most rogue talents. Id pull out the dimensional bonus feats and put them in the shadow feat list

Improved senses is extremely advantageous.


Righty_ wrote:
I see the link but it doesn't support your statement. I played the 3e version and it was the common goto place for what I said above. Rogues get most of the benefits without the prc. It was an easy in for non rogues to be rogish. There was no requirement which even caused you to have a level of rogue (unlike the trickster's 2d6 sneak attack)

The thing that makes it an easier class for rogue to qualify for is the Hide 10 ranks requirement. Rogue can have that at 7, most of the full BAB (except ranger) couldn't have that until 17. There was no way to get extra class skills in 3.0 until the Forgotten Realms setting introduced the Cosmopolitan feat.

As for "rogue gets most of that anyway", that was the point. By switching to Shadowdancer, rogue didn't miss important class features, but got some new things to go with them. Thus it was a rogue+ prestige class. The only other class I ever saw considering Shadowdancer in 3.0 was monk, which was a hefty trade off. Never being able to take monk levels again meant no advancement of monk abilities, and meant entry to Shadowdancer was best delayed.


I'm fine with the Shadowdancer being a PrC that is open to many different original class approaches. I just feel like it hasn't done its job as a 'rogue' PrC because clearly the Rogue is a bad choice for entry. The design itself should either be more roguey, to synergies well with existing rogue abilities, or it needs to be less roguey and just admit that it isn't actually a PrC well suited to rogues. Personally I'd prefer the former. This should be the thing Ninjas aspire to be, rather than a weird concept to wrap a paladin around.

It is an odd class that hasn't hardly changed since 3.0. It is seriously due for an overhaul. OP's version addresses a lot of the inherent issues and catches the concept up with the changes the game has gone through in the last 15 years. It still needs a little revising but gets a general thumbs up from me.

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