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So this is something I'm thinking about introducing. An unarmored, weapon finesse style monk/thing. Focusing on a shadow theme which is mostly just re-imagining of the original monk abilities. Added some ailities, took others away, and made some of the same ones only work AWAY from sunlight.
Switched the focus from Wisdom to Charisma for flavor.
Any help would be welcome. Thanks.
Class - Shadow Fury (Based around the base monk class, just twisted for shadow abilities instead)
Alignment - Neutral Good/Neutral/Neutral Evil
Hit Die - d8
Saves = Same as monk
BAB and FoB AB = Monks
AC Bonus = Monks, though all of their abilities and ac function off of Charisma instead of wisdom. This includes Stunning Blade which normally functions off of wisdom.
Fast Movement = Monks
Weapon Prof - Same as Rogue
Level 1 - Weapon Finesse, Flurry of Steel(Flurry of Steel = Flurry of Blows except with one handed weapons that can be finessed.)
Level 2 - Evasion, Darkvision 60 ft
Level 3 - Fast Movement, Manuever Training, Still Mind
Level 4 - Shadow Pool (Must be out of the sunlight and not around a daylight spell), Shadow Step 10 ft (requires shadows to use. Must begin and end in a shadow. Move equiv action. Costs 1 Shadow Point from your Shadow Pool) Marked (When you gain access to the Shadow Pool ability, you obtain a magical tattoo somewhere on your body of a violet or black color.) Being Marked, you also start to gain bonuses to your stealth skill starting at +2 at this level
Level 5 - Purity of Body, Cold Resistance 5, Bonus Feat (Combat)
Level 6 - Stunning Blade (Functions as Stunning Fist. Treats all finessable weapons you use as having Ki Focus), Shadow Step - 20ft
Level 7 - Fast Healing 1 (While not within sunlight or a daylight spell)
Level 8 - Shadow Step - 30 ft, Shadow Finesse (Add your dex to damage instead of your strength if it's higher. Can only be used with one handed, weapon finessable weapons)
Level 9 - Improved Evasion, Darkvision 120 ft
Level 10 - Shadow Step 50 ft, Cold Resistance 10, Sneak Attack +1d6
Level 11 - Cold Mind (Immune to all mind effecting spells and effects), Stealth + 4,
Level 12 - Shadow Step 70 ft, Hide in Plain Sight
Level 13 - Diamond Soul (Functions not in daylight or daylight spell only)
Level 14 - Shadow Step 100 ft, Bonus Feat (Combat)
Level 15 - Death Blade (As Quivering Palm. Shadows wrap around your blade instead)
Level 16 - Shadow Step 140 feet, Regeneration 1 (replaces fast healing), Cold Resistance 15
Level 17 - Shadow Body (As Timeless Body save you stop aging), Stealth + 8
Level 18 - Shadow Step 190 ft, Black Blade - (Any one handed finessable weapon you wield is considered the type needed to bypass damage reduction)
Level 19 - Shadow Jump (As teleport without error anywhere in the same plane. Must start and end trip in a shadow), Sneak Attack +2d6
Level 20 - Shadow Step - 240 ft, Shadow Master (As per the end ability for Shadow Dancer)

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Got some advice other places and here is a revision. Basically a mesh of monk/rogue/ and shadowdancer. Heavy reliance of shadows/ not being in sunlight.
Let me know how balanced it is.
Class - Shadow Fury (Based around the base monk class, just twisted for shadow abilities instead)
Alignment - Neutral Good/Neutral/Neutral Evil
Hit Die - d8
Saves = Same as monk
Class Skills - Same as Monk's save Knowledge Religion is changed with Knowledge Planes As well, Knowledge History is replaced with Gather Information.
4 + Int Modifier in Skills
Shadow Fury by Level:
Level 1 - Weapon Finesse, Flurry of Steel, Unarmed Strike
Level 2 - Evasion, Darkvision 60 ft
Level 3 - Fast Movement, Manuever Training, Still Mind
Level 4 - Shadow Pool, Shadow Step 20 ft 1/day , Shadow Stealth +2
Level 5 - Purity of Body, Cold Resistance 5
Level 6 - Stunning Shadow Blade
Level 7 - Fast Healing 1, Bonus Feat (Combat)
Level 8 - Shadow Step - 40 ft 2/day, Greater Finesse
Level 9 - Improved Evasion, Darkvision 120 ft
Level 10 - Cold Resistance 10, Sneak Attack +1d6
Level 11 - Shadow Mind (Immune to all mind effecting spells and effects), Shadow Stealth + 4,
Level 12 - Shadow Step 80 ft 3/day, Hide in Plain Sight
Level 13 - Shadow Soul (Functions not in daylight or daylight spell only)
Level 14 - Bonus Feat (Combat), Uncanny Dodge
Level 15 - Death Blade (As Quivering Palm. Shadows wrap around your blade instead)
Level 16 - Shadow Step 160 feet 4/day, Regeneration 1 (replaces fast healing), Cold Resistance 15
Level 17 - Shadow Stealth + 8
Level 18 - Shadow Body
Level 19 - Shadow Jump 1/day, Sneak Attack +2d6
Level 20 - Shadow Step - 320 ft 5/day, Shadow Master (As per the end ability for Shadow Dancer)
CLASS FEATURES:
Weapon and Armor Proficiency: Shadow Furies are proficient with all simple weapons, plus the rapier and shortsword. They are not proficient in any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a shadow fury loses his AC bonus, as well as his fast movement and flurry of steel abilities.
AC Bonus (Ex) - When unarmored and unencumbered, the shadow fury adds his Charisma bonus (if any) to his AC and CMD. In addition, a shadow fury gains a +1 bonus to his AC and CMD at 4th level. This bonus increases by 1 for every four monk levels after that. Max +5 at 20.
Weapon Finesse - At level 1, a Shadow Fury gains Weapon Finesse as a Bonus Feat.
Flurry of Steel (Ex) - At level 1, a Shadowy Fury gains access to Flurry of Steel. Functions as the Monk's Flurry of Blows (Monk) save it must be used while wielding a light or one handed finessable weapon in one hand and nothing in the offhand.
Unarmed Strike - At level 1, a Shadow Fury gains unarmed strike as a bonus feat. However, unlike the monk, a Shadow Fury's unarmed strike damage does not increase over time. Unarmed Strike may be used with the Flurry of Steel ability. This may be used with fists, elbows, knees, and feet.
Evasion (Ex)- Starting at level 2, a shadow fury gains access to the Evasion ability.
Darkvision (Ex) - At 2nd level, a Shadow Fury Gains Darkvision out to a range of 60 feet. This does not stack with any previous Darkvision. This ability increases to 120ft at level 9.
Fast Movement (Ex) - At level 3, a Shadow Fury gains the Fast Movement of a Monk at the same level.
Manuever Training (Ex) - At level 3, a Shadow Fury uses his shadow fury level in place of his BAB when determining his CMB.
Still Mind (Ex) - At level 3, a shadow fury gains a +2 on saving throws against enchantment spells and effects.
Shadow Pool (Su) - At level 4, a magical tattoo appears upon the Shadow Fury (black, silver, or purple in color. Tribal and runic like design. Size and appearance on the skin is up to the player or DM). They are granted access to the Shadow Pool and gain Shadow Points, supernatural energy, that they may use to accomplish new feats but only when not in direct sunlight or in the presence of spell that simulates sunlight (such as a daylight spell). You must have at least 1 shadow point in your pool to use the Shadow Step ability as well as the Shadow Jump ability later on.
Actions that can be taken match that of the monk's save that the dodge bonus granted to AC for 1 round is instead a + 4 shield bonus. This shield bonus is made up of shadow and force and works against incorporeal touch attacks as well. (Functions like the Shield spell, only does not protect against magic missiles). This is due to you commanding the shadows around you to take solid form and aid in your protection.
Shadow Step (Su) - Starting at level 4, you can use the shadow step ability once per day up to the maximum range allowed for your level. You need not travel the maximum distance but once used, that use is used up for the day no matter what (ex. a level 12 Shadow Fury who uses Shadow Step may travel up to 80 feet. If he chooses to only travel 20, that still counts for one of his uses that day). The number of times this ability can be used as well as the distance increases every four levels after level 4. (8,12,16,20). As well, you may spend 1 Shadow Point to gain an additional use. This is a move equivalent action.
Shadow Stealth (Su) - Beginning at level at level 4, you can will the shadows around you to swirl about your form. This bonus grants you +2 stealth bonus. This ability only functions when not exposed to sunlight or any spell or effect that mimics it (such as the daylight spell) and you must be within 10 feet of a shadow that is not your own. This bonus increases +4 at level 11 and +8 at level 17. These manipulated shadows aid in keeping you hidden as well as silenting your steps. This is a free action to turn on or off.
Purity of Body (Ex) - At level 5 you gain purity of body which functions as the monk ability of the same name.
Cold Resistance (Ex) - At level 5 you gain cold resistance. Your time with the shadows has hardened your body against the cold. This ability starts as cold resistance of 5 and increases at level 10 and level 16 (lvl 10 = Cold Res. 10, and 16 = res. 15).
Stunning Shadow Blade (Su) - At level 6 you gain access to the Stunning Shadow Blade ability. This functions like the monk's stunning fist attack and can be used the same number of times per day. The difference is all light, one handed weapons capable of being finessed are automatically treated as being capable of delivering this attack (much like the ki focus weapon ability). As well, the DC is charisma based instead of wisdom based. This ability must be used within 10 feet of a shadow that is not your own. (Shadows wrap around your blade to add this effect)
Fast Healing (Su) - At level 7 you gain fast healing 1. At level 16 this ability upgrades to regeneration 1 instead. Must be within 10 feet of a shadow that is not your own and not be exposed to natural sunlight (or a daylight spell).
Bonus Feat - At level 7 and level 14, you gain a Bonus Feat (Combat).
Greater Finesse (Ex) - At level 8, you may add your Dexterity to damage dealt instead of your strength with any light or one handed finessable weapon.
Improved Evasion (Ex) - At level 9 you gain access to Improved Evasion
Sneak Attack (Ex) - At level 10 you gain access to the sneak attack ability which functions as a rogue's. This is 1d6 at level 10 and increases to 2d6 at level 19.
Shadow Mind (Ex) - At level 11 Shadow Fury becomes immune to all mind affecting spells and effects.
Hide in Plain Sight (Su) - At level 12, a Shadow Fury gains Hide in Plain Sight like the Assassin's ability of the same name.
Shadow Soul (Su) - At level 13, when not in natural sunlight (or a daylight spell), and also within 10 feet of a shadow that is not yours, you manipulate the shadows to act as a magical barrier around you, granting you Spell Resistance of 10 + your Shadow Fury level.
Uncanny Dodge (Ex) - At level 14 you gain Uncanny Dodge as the Rogue ability. If you already have uncanny dodge from a previous ability, this does not stack.
Death Blade (Su) - At level 15 you gain access to Death Blade which functions as the Monk's Quivering Palm. The different is Death Blade is Charisma based and must be used within 10 feet of a shadow that is not your own.
Shadow Body (Ex) - At level 18, you become part of the timeless shadows you control. You cease to age and no longer suffer the effects of aging. You also gain immunity to all poisons.
Shadow Jump (Su) - At level 19 you gain access to Shadow Jump. Functions like Greater Teleport save you must both start and end in a shadow. Usable 1/day.
Shadow Master (Su) - At 20th level you become a Shadow Master. Functions like the Shadow Dancer ability of the same name.