{Shadowdancer] Class rewrite proposal


Prestige Classes


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This is a full rewrite of Shadowdancer prestige class.
It is modelled somewhat after Jason's proposal and made compatible with Pathfinder BETA. Expect a lot of changes, however.

DESIGNER NOTES
or why bother with rewrite

Shadowdancer concept is one of the most climactic concepts among prestige classes. It also reminds me somewhat of one of favorite novel characters, Jack of Shadows, a cunning rogue with affinity to shadow, a cynic whose good intentions made fate of the whole world turn to worse (or apocalyptic change at least). He's also a wizard, scientist and he has a castle of shadows hidden in his shadow.

Therefore, when one of my players approached me several years ago asking to play one, I agreed immediately and resolved to make this class worth playing.

Fast forward 3-4 years.

We have a playtested solution, though, since the player trusts me, not all the changes to his class are readily apparent (truth to be told, some of the changes were introduced as results of narrative, and then, when the story ran out, were withdrawn for balance purposes). That said, it must be stressed, that this is the first time I decided to gather together my notes and come up with a complete solution.

About the changes to the class itself.

Well, the class abilities suck. They look cool on paper but any vanilla rogue can overtake this class in terms of scouting, skill use or damage dealing. Mobility afforded by shadowjumping is easily trumped by item with Dimension Door function and the shadow is the most menacing threat to shadowdancer himself. All undead are very vulnerable to certain spells and effects, and since a Shadow needs to get close and personal, any boss monster or area effect user can kill it quickly. Moreover, this Shadow is easily noticeable, so it is going to stand out like a hitchkier's thumb everywhere.

The best class ability, Hide in Plain Sight, violates cardinal rule of RPG - how are you supposed to believe that someone can hide because there is a shadow nearby? It's not actually turning invisible, it's hiding. So how does it work?

Summing it up. The class needed some boosting, some clarifications and some purpose to fulfil. Hopefully, we have managed to provide all of this (adjusting for changes of Pathfinder BETA and Pahtfinder BETA Prestige Classes). See below.

PS. Feel free to use it, abuse it, change it provided you keep some information on its authors as per OGL :P

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SHADOWDANCER
Hit Die: d8.

Requirements
To qualify to become a shadowdancer, a character must fulfill ll following criteria.
Skills: Stealth 5 ranks, Perform (dance) 2 ranks, Knowledge (Planes) 2
Special: Must have visited plane of Shadow at least once or must have researched the subject of plane of Shadow.

Note: There are not feats which pertain to class concept, therefore feat requirement was skipped in favor of Knowledge (Planes) as it was deemed that affinity with Plane of Shadow was required. As the skill ranks work now, this class is acquirable at 6th level.

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), Linguistics (Int), Perception (Wis), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.

Note: Added Linguistics (for Decipher Scripts), Sense Motive (for improved ability to negotiate with outsiders), Use Magic Device (to allow the class to benefit from devices reserved for more empowered classes).

Class Features

Lvl . BAB . Fort . Ref . Will
(unchanged)

Level .1 ........... Shadow Companion I, Hide in plain sight
Level .2 ........... Evasion or Improved Evasion, Darkvision 60',
..... .. ........... Uncanny Dodge or Improved Uncanny Dodge
Level .3 ........... Shadow Companion II, Shadow illusion
Level .4 ........... Shadow jump 20', Shadow Twin I
Level .5 ........... Shadow Companion III, Defensive Roll
Level .6 ........... Shadow jump 40', Shadow Twin II
Level .7 ........... Shadow Companion IV, Slippery mind
Level .8 ........... Shadow jump 80', Shadow Twin III
Level .9 ........... Shadow Companion V, Shadow Step
Level 10 ........... Shadow jump 160', Shadow Twin IV, Shadow Ascension

All of the following are features of the shadowdancer prestige class.
Weapon and Armor Proficiency: Shadowdancers do not gain new proficiences.

Note: And why should they? Unless someone sacrifices arcane caster levels, they are unlikely to need any.

Shadow Companion I (Su): At 1st level, a shadowdancer can summon shadow companion, an undead shade with its own personality and unique outlook. Usually, Shadow Companions look like beings they were before they were turned into shades, however their memories of past lives are fragmented at best. Unlike a normal shadow, shadow companion possesses a number of unique features:
- its alignment matches that of shadowdancer,
- it cannot create spawn,
- it also cannot be turned, rebuked or controlled by third party,
- it can communicate with shadowdancer using shadowdancer's preferred language,
- if slain, it will reform within 2d4 days. Until it reforms, shadowdancer has one negative energy level,
- it may, as a move action, travel between plane of Shadow and shadowdancer's plane using shadowdancer's own shadow,
- it may hide in shadowdancer's shadow, and, when hidden in shadowdancer's shadow, it may become invisible as a free action,
- unless otherwise specified, no ability (including special attacks gained during growth) of Shadow Companion affects shadowdancer.

Note: Shadow Companion is intended to become a useful tool - it replaces lockpicks, weak area damage spells. It can also provide a great roleplaying opportunity. In my games it is Elena, a little girl with a shadow of a dead kitten. She is a little timid, loves playing around and when she gets mad, people get bad feeling straight out of horror movies.

Shadow Companion II, III, IV, V (Su): At 3rd level, and every two levels thereafter, Shadow Companion grows gaining +4d12 hitpoints, +2 attack bonus, +4+Intelligence bonus skill points (the bonuses already include ability increases from improved hit dice).
At Shadow Companion III, increase Strength drain from 1d6 to 1d8. At Shadow Companion V, increase Strength drain from 1d8 to 2d6.
Also, each time it grows, it gains one of the following abilities (Save DC: 10 + 1/2 Shadow Companion's HD + Shadow Companion's Charisma Modifier):

- Corrupting Gaze (Su): Range: 30 feet. Gaze attack. Fortitude save or take 2d10 points of damage.

- Corrupting Touch (Su): Deal 1d6+Charisma bonus damage with successful Incorporeal Touch attack. This is in addition to Strength drain.

- Frightful Moan (Su): Range 30 feet. Sonic Mind-affecting Fear attack. Will save or become panicked for 2d4 rounds. Successful save renders targets immune for 24 hours.

- Horrifc Appearance (Su): Range 60 feet. Gaze Mind-affecting attack. Fortitude save or take 1d4 damage to Strength, Dexterity and Constitution. Successful save renders targets immune for 24 hours.

- Malevolence (Su): Must enter the same space as Medium-sized or smaller target (subject to attack of opportunity). Incorporeal Touch attack. Will save to resist. Successful save renders target immune for 24 hours.
Failed save results in subject being possessed as per Magic Jar spell for. The Malevolence lasts until target is slain, 1 hour per Shadow Companion's hitdie passes, Shadow Companion leaves target body voluntarily or Shadow Companion is driven off by use of ability which targets possessed creatures or Undead (Shadow Companion loses immunity to control, turning or rebuking upon successfully possessing target).

- Animate Object (Su): Must enter the same space as Medium-sized or smaller object (subject to attack of opportunity). Creates animated object of appropriate size, with Shadow Companion Intelligence, Wisdom, Charisma, hitpoints, feats and skills. Lasts until object is destroyed, Shadow Companion leaves target object voluntarily or Shadow Companion is driven off by use of ability which targets possessed creatures or Undead (Shadow Companion loses immunity to control, turning or rebuking upon successfully possessing target).

- Telekinesis (Su): As Telekinesis spell. Usable once per minute. Caster level equal to Shadow Companion's hitdice.

- Darkness (Su): As Darkness spell. Caster level equal to Shadow Companion's hitdice.

Hide in plain sight (Su): Whenever you are standing in shadow (partial shadow and total darkness are fine, too), you may use Stealth skill even if observed - you simply turn invisible. Once hidden, you may continue moving even if it means crossing someone's line of sight or leaving shadow. You may not use your own shadow for the purpose.

Note: a significant nerfing of an ability done for roleplaying purposes.

Evasion or Improved Evasion (Ex): A shadowdancers gains Evasion, or, if the charactger already has it, gains Improved Evasion instead.
Evasion: If you're exposed to any effect, which allows to attempt a Reflex saving throw for half damage, she takes no damage upon successful throw.
Improved Evasion: As Evasion, however, even if the saving throw is failed, she still takes only half damage.

Note: combined Evasion and Improved Evasion together (note: there is no way to gain Improved Evasion if the character haven't gained it a lower level). Removed restriction with regard to armor type (heavier armor = better protection, and, actually, well made armors do not restrict movement).

Darkvision 60' (Ex): A shadowdancer gains Darkvision up to the range of 60'.

Note: Specified darkvision distance. Changed ability from Supernatural to Extraordinary to allow to benefit from this in areas of anti magic.

Uncanny Dodge or Improved Uncanny Dodge (Ex): A shadowdancers gains Uncanny Dodge, or, if the charactger already has it, gains Improved Uncanny Dodge instead.
Uncanny Dodge: A character retains Dexterity bonus to AC if flatfooted or attacked by invisible opponent.
Improved Uncanny Dodge: Character's opponents are denied flanking bonus (and any abilities which require flanking) unless at least one of them is four levels higher than the character. However, even in that case, only the opponents who are four level higher than the character, can benefit from flanking and use abilities which require flanking.

Note: Cleaned Uncanny Dodge. After all, Rogues are not the only characters which require flanking for sneak attacking.

Shadow Illusion (Sp): A shadowdancer 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.

Shadow Jump (Su): 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.

Shadow Twin I (Su): As a swift action and once per day for the duration of one minute per shadowdancer level, a shadowdancer may order her shadow to detach and become a shadow twin. The shadow twin is a three dimensional colorless replica of a shadowdancer. It shares senses with a shadowdancer, may act independently (treat is a a separate creature controlled telephatically by a shadowdancer of the same creature type as shadowdancer) but must remain within 60' from its master or disappear.
Shadow Twin uses all statistics and abilities of its master (with the exception of Shadow Twin, Shadow Companion and Shadow Ascension), however it has only half of master hitpoints and its attack bonus, skills, CMB and saves are subject to -6 penalty.
Shadow Twin uses shadowy replicas of all the items used by shadowdancer, however it cannot use any special abilities of those items beyond straight ability bonuses.
Should the Shadow Twin be destroyed, a shadowdancer gains a negative level and loses her shadow for 24 hours.
Shadow Twin may be dismissed as a Swift action (it disappears and shadowdancer's own shadow reappears).

Shadow Twin II, III and IV (Su):
Shadow Twin II: Attack bonus, skills, CMB and saves are subject to -4 penalty. Gain additional use of Shadow Twin per day.
Shadow Twin III: Attack bonus, skills, CMB and saves are subject to -2 penalty. Gain additional use of Shadow Twin per day.
Shadow Twin IV: Attack bonus, skills, CMB and saves are not subject to penalty. Gain additional use of Shadow Twin per day.
Also, pick one new ability each time new Shadow Twin is gained:

- Shadow Castling (Su): Usable once per Shadow Twin use. As an immediate action, switch places with Shadow Twin.

- Shadow Tentacled Horror (Su): Shadow Twin erupts into mass of shadowy tentacles throwing itself at a target. Usable once per Shadow Twin use. Shadow Twin loses ability to perform any other activities than grappling or moving at Speed 5' (it still threatens area as normal, however it when using AoO it only grapples), but it gains Improved Grapple feat (+2 to grapple checks, do not provoke attacks of opportunity when performing grapple combat maneuver), further +8 competence CMB for the purpose of grappling and attempts to grapple. Each round afterwards Shadow Twin attempts to grapple again and, if successful, damage target.

- Shadow Devouring Horror (Su): Shadow Twin changes in a gaping maw one size larger than Shadow Twin. Then it proceeds to swallow whole any target of smaller size. Shadow Twin loses ability to perform any other activities than attempting to swallow or moving at Speed 5' (it still threatens area as normal, however it when using AoO it only attempts to swallow), but it gains Improved Grapple feat (+2 to swallow checks, do not provoke attacks of opportunity when performing swallow combat maneuver), further +8 competence CMB for the purpose of swallowing and attempts to swallow. Each round afterwards Shadow Twin attempts to swallow again. Swallowed darkness are enveloped in darkness, are considered grappled (but not pinned) and cannot use any Supernatural or Spell like abilities until they break free or Shadow Twin disappears. To break free, Shadow Twin must be damaged either from inside or from outside to the point of disappearing (0 hp).

- Shadow Double (Su): Shadow Twin changes its appearance as per Alter Self spell, with duration equal to Shadow Twin duration. It also gains colors and may mimick any target creature as per Disguise skill check made by Shadow Twin master.

- Shadow Lifespan Extension (Su): Each use of Shadow Twin lasts 10 minutes per shadowdancer class level rather than 1 minute per level.

- Shadow Cloak (Su): Shadow Twin may become a shadowy cloak protecting its target. Usable once per Shadow Twin use. A shadowdancer or individual chosen by shadowdancer gains a number of temporary hitpoints equal to those Shadow Twin. However, the Shadow Twin may not revert to its standard form until the end of its duration or until it is dismissed or slain.

- Shadow Distance Extension (Su): Shadow Twin may leave vicinity of its master up to one mile away per shadowdancer class level.

- Shadow Escape (Su): If the shadowdancer dies with Shadow Twin active, she may transfer her soul into Shadow Twin. Shadow Twin duration is extended up to one day per shadowdancer class level. Shadow Twin retains replicas of shadowdancer equipment, however she the replicas disappear if they lose contact with Shadow Twin. If shadowdancer's original body is raised or resurrected, a shadowdancer may return to its original body. If the duration passes, a shadowdancer dies.
Shadowdancer who escaped into Shadow Twin may move further than original distance limit from its dead body, however it is not advisable as she cannot reunite her soul with her body (if the body is raised or resurrected) until she is back within original distance limit.

Note: Shadow Twin is not an original concept, but allows to make up for loss of combat ability, while also improving character options by adding yet another support ability to class effectiveness.

Defensive Roll (Ex): 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.

Slippery Mind (Ex): 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.

Shadow Step (Su): Once per level per day, as a Move action, a shadowdancer may leave material plane and enter corresponding place in Shadow plane, or exit Shadow plane and enter corresponding place in a coterminous material plane. Whenever performing this action, there is a 50% chance to miss desired place and appear displaced in random direction by 1d10 * 10' (or less if there is no unoccupied space).
Upon use of Shadow Step, a shadowdancer may sacrifice remaining uses of Shadow Twins to bring one willing creature she is in contact with per sacrificed use of Shadow Twin.

Note: This is direct and relevant ability to keep the class on par (somewhat) with Plane Shift and Teleport.

Shadow Ascension (Ex): Upon use of Shadow Step to enter Shadow plane, a shadowdancer may choose to appear in a Deep Shadow safe area. It may appear as a castle, cavern or a hut, however all locations inside except the one of main chamber, appear to be unstable and changing. The main chamber sports a comfortable resting accomodations, ample food and water to feed an army and other furniture as desired by shadowdancer. The safe area lasts for up to one day per shadodancer class level, but it can be dismissed earlier. Upon dismissal or if shadowdancer leaves safe area, any creatures within safe area are safely deposited back in material plane close to the place they entered Shadow plane displaced in random direction by 1d10 *10' (or less if there is no unoccupied space).
Any items left behind upon safe area disappearance will be found again stored in main chamber. However, if the shadowdancer dies, they will be scattered randomly somewhere in Shadow plane.
While in safe area, shadowdancer and accompanying creatures may not be found unless divinations employed by creature of higher level than shadowdancer character level total +4.

Note: Shadow Ascension is meant to add to character flavor. While it affects combat abilities only indirectly, it should allow for necessary breather at higher levels and storage of accumulated wealth.

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Regards,
Ruemere


This is the intended (corrected) post.

Regards,
Ruemere


The Shadow Twin is genius, and I really like the Shadow Step and Shadow Ascension abilities, as well. I'm not personally a big fan of the Shadow Companion, especially if we go adding the Shadow Twin ability. I'd rather see things that further enhance the recon abilities of the SD.

Scarab Sages

Love the Shadow Twin, dislike the Shadow Companion.
Think that Shadowjumping normal movement shouldn't count.
Would like to see Perform(Dance) actually help a class feature.

Scarab Sages

Drop the Shadow Companion, and now we're talk'n

Love the Shadow Twin ability, good write-up.


I'd like to take the opportunity to comment on one of my pet peeves: Hide In Plain Sight should be a higher level ability for Shadowdancers, and it should be a lower level ability for other "Stealth" classes. I personally think that Hide In Plain Sight should be accessible at around 10th level, which is about when normal abilities to Hide prove insufficient and all of your Rangers and Rogues start scrambling to get Rings Of Invisibility to stay relevant.


Thank you for kind words. This is just a bunch of changes introduced in my game to balance Shadowdancer against other classes while preserving its chief class mission: that of being an ultimate scout and infiltrator.

About Shadow Companion

High level traps are downright nasty. Shadow Companion, thanks to its incorporeality, improved hitpoints and multiple special abilities (including Reform and Undead traits), can be sent forward to scout area for the most obvious and dangerous obstacles. It is not very bright or self-sufficient on its own to make Shadowdancer feel inferior, so each time you command it to risk its hide for you, you don't need to be afraid of being irrevocably damaged or overshadowed by its competence.

It also provides decent melee support (flanking, weak combat abilities) and some of its abilities, if used creatively during infiltration, allow to surpass Druid's multiple shapes or Wizards numerous scrying attempts.

That said, if you feel like using something in its stead to the same effect:

Stalker in Shadows: Shadow Companion Alternative
Class skills: Survival, Knowledge (Nature)

Level .1 ........... Stalker in Shadows
Level .3 ........... Stalker in Shadow II
Level .5 ........... Stalker in Shadow III
Level .7 ........... Stalker in Shadow IV
Level .9 ........... Stalker in Shadow V

Stalker in Shadows (Su): A shadowdancer gains innate ability to use shadows to further her agenda: she uses her shadow to form connection with lesser beings making them do her bidding.
By concentrating and making successful Knowledge (Nature) roll versus difficulty of 10 (rural area), 15 (urban area) or 20 (clean dungeon, building), she may control a single diminutive vermin to scout for her for one minute per level.
Diminutive vermin move at the rate of 5' per round, start from shadowdancer, and may move away up to 60'.They convey telephatically aural and visual input (darkvision only).
While employing this ability, the shadowdancer must concentrate - he cannot perform actions except Move action and actions which are allowed by subsequent Stalker in Shadows powers.
If the controlled vermin is killed, the Stalker of Shadow ability is cancelled and Shadowdancer takes 1d4 points of damage to her Charisma.

Stalker in Shadows II, III, IV and V (Su): Each time shadowdancer gains this ability, she chooses one of the powers listed below. Each of those abilities may be rendered inactive without dismissing Stalker in Shadows basic ability.

- Killer Sting (Su) - As a standard action, shadowdancer may transform controlled vermin's shadow into shadowy material monstrosity to deliver a single attack (use shadowdancer's standard attack action and preferred weapon to determine damage). It is not possible to deliver a coup de grace with this ability, however shadowdancer weapon's special abilities (poison, magic properties) are delivered through this attack. Transformed vermin shadow is fully corporeal, may only move at vermin speed and attack, uses shadowdancer armor class and has half of shadowdancer current hitpoints. If not attacking, it remains inert and Shadowdancer may perform actions as normal.

- Summon Vermin Shadow Swarm (Su) - Single vermin's shadow multiplies into a swarm of vermin shadows 15' radius. As a standard action, shadowdancer may order the swarm of vermin shadows to attack all targets within swarm area and cause them to be Panicked (this is Mind-affecting Fear effect, DC 10 + 1/2 character level total + Charisma bonus).

- Step Through Shadow (Su) - Single vermin's shadow enlarges creating portal of shadowdancer size. As a standard action shadowdancer may enter her shadow and exit through the portal. Once she does this, the ability ends and Stalker in Shadows basic ability is cancelled. The portal remains open for up to 1 round per Shadowdancer class level and until it closes, any Shadowdancer size or smaller creature may step through as a Standard action.

- Plant a Bug (Su) - A shadowdancer orders a single vermin to hibernate for up to 1 day per Shadowdancer level. The creature will remain immobile recording aural and visual (darkvision) input until collected or until duration of the ability passes. Once collected, a shadowdancer may consume the vermin to gain knowledge of everthing which transpired in creature's presence. Shadowdancer cannot use Stalker in Shadows ability until this ability ends (but see Enhanced Control below).

- Life stealer (Su) - Controlled single vermin may be ordered to feed on a single creature. For each minute spent being fed upon, the creature takes one point of temporary Con damage, while the shadowdancer either heals one point of ability damage (permanent or temporary) or heals 5 hitpoints of damage. Victim is allowed Perception check once per minute opposed by shadowdancer's stealth check. Victim's Perception check is further modified by -4 (if sleeping or drugged or otherwise distracted) and by +2 per each point of Constitution damage taken.

- Paralyzing Venom (Su) - Controlled single vermin may be ordered to deliver a single attack. Upon delivery of the attack, the Stalker in Shadows ability ends. The attack is delivered via materialized sting made of shadow, attack bonus is that of Shadowdancer with her preferred weapon, damage is equal to that of preferred weapon damage and additionally, attacked creature must make a Fortitude save versus DC of 10 + character level total/2 + Charisma bonus or become paralyzed for 1 round per level.

- Enhanced Control (Su) - Shadowdancer may control simultaneously up to one vermin per shadowdancer class level plus her Charisma modifier (minimum of one more). Each creature may use abilities unless otherwise stated or if deemed not possible by GM. She may not use this ability with Vermin Host to gain more than two additional attacks.

- Vermin Host (Su) - Shadowdancer cultivate a colony of vermin upon her body or within her clothes. Aside from immediate availability of vermin, Shadowdancer may also use Stalker in Shadows the following abilities as Swift actions: Killer Sting, Summon Vermin Shadow Swarm, Paralyzing Venom. Killer Sting vermin may use actions to move and attack. Paralyzing Venom vermin may only attack.

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Regards,
Ruemere


Sueki Suezo wrote:
I'd like to take the opportunity to comment on one of my pet peeves: Hide In Plain Sight should be a higher level ability for Shadowdancers, and it should be a lower level ability for other "Stealth" classes. I personally think that Hide In Plain Sight should be accessible at around 10th level, which is about when normal abilities to Hide prove insufficient and all of your Rangers and Rogues start scrambling to get Rings Of Invisibility to stay relevant.

Hide in Plain Sight is actually better than Invisiblity if your character invests into Stealth skill and relevant magic items. Suffice to say that Predator could learn a trick or two from our Shadowdancer (like moving at full speed while retaining hidden status).

Regards,
Ruemere


I'm not sure I really like this rewrite. It seems to go far in the other direction on the power scale. Having either the Shadow Companion or Twin should be enough. I am also concerned about the still limited Shadow Jump. Shadow step, while interesting, should take a back seat to improving Shadow jump itself.


Dorje Sylas wrote:
I'm not sure I really like this rewrite. It seems to go far in the other direction on the power scale. Having either the Shadow Companion or Twin should be enough. I am also concerned about the still limited Shadow Jump. Shadow step, while interesting, should take a back seat to improving Shadow jump itself.

Number of options does not necessarily result in going too far on the power scale.

First of all, remember that Shadowdancer, as written, competes with levels 6 (Druid's Wild Shape) to 16 (Word of Recall, Resurrection, Form of Dragon III, Temporal Stasis). Therefore, even though you're focusing on stealth and infiltration, you need to support somewhat combat ability (Rogue 16: 8d6 sneak attack) and skills (Rogue 16: Skill Mastery).

Secondly, both Shadow Companion and Shadow Twin fulfil different functions. The former is a dim witted and durable partner in crime, a Robin to your Batman, so to speak. The latter is an extension of yourself with somewhat limited ability.

Regards,
Ruemere


I think that this version of the class goes too far, in that it allows the player to play multiple characters. Yes the "additional characters" are different and have some reduced capabilities... but in many ways this would allow the player to lock their character up in a box (or stay in town) while their respective "doubles" to go out and take all the risk.

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