Critique my Shadow Dancer conversion for no magic game


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Just wanting to get some opinions on my conversion of Shadow Dancer class for a game we are playing with no magic before I hand it over to DM for approval. Looking for any improvements, suggestions, ideas or game balance problems that a second pair of eyes always seems to be able to pick out. Trying to fill a slot on the team that is missing... flavored toward scouting. Thanks in advance.

World Premise:

:
Ancient Greek world - think Jason and Argonauts or the Clash of the Titans. The worlds population is 90% human with a mix of "Asians"(Orcs) and select "classic" creatures like Medusa, winged horses, Huge vermin, Gaints and so forth... We are Defending our nation (with corrupt King) against an invasion of the monstrous Asians army and questing for items to help us in the war. We are using pathfinder rules but no magic / spell like abilities.

Group PC's
2 - Fighters (Phalanx Soldier)
1 - Ranger (core - switch hitter w/favorite enemy Human - Monstrous Humanoid - Magical beast)
1 - Fighter (Weapon Master w/Bow as main weapon)
1 - Monk (Flowing Monk)

My PC
Monk (martial artist) 4 / Fighter 2 / Shadow Scout 10 (Shadow Dancer)

Shadow Scout
1. Camouflage

2. Evasion / Uncanny Dodge

3. Shadow Armor I / Rogue Talent / Sneak Attack (1d6)

4. Low Light Vision

5. Shadow Armor II / Defensive Roll / Imp. Uncanny Dodge

6. Rogue Talent / Imp. Low Light Vision / Sneak Attack (2d6)

7. Shadow Armor III / Bonus Feat: Skill Focus - perception

8. Blindsense - 5ft.

9. Shadow Armor IV / Rogue Talent / Sneak Attack (3d6)

10. Imp. Evasion / Shadow Master / Blindsense - 10ft.
* will use Shadowdancers skills, saves and BAB.

The Swap Out
Level - Original class feature - New class feature

1st. - Hide in Plain Sight - Camouflage
3rd. - Shadow Illusion - Sneak Attack (1d6)/3rd. level
3rd. - Summon Shadow - Shadow Armor
I - 3rd. level
II - 5th. level
III - 7th. level
IV - 9th. level
4th. - Shadow Call - Sneak Attack (2d6)/6th. level
4th. - Shadow Jump 40ft. - Low Lite Vision
6th. - Shadow Jump 80ft. - Imp. Low Light Vision
7th. - Slippery Mind - Bonus Feat: Skill Focus Perception
8th. - Shadow Power - Sneak Attack (3d6)/9th level
8th. - Shadow jump 160ft. - Blindsense 5ft.
10th. - Shadow Jump 360ft. - Blindsense 10ft.
10th. - Shadow Master - (explained below)

Uncommon abilities explained:
Camouflage
- You can craft simple but effective camouflage from the surrounding foliage. You need 1 minute to prepare the camouflage and it is good for the rest of the day or until the you fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. You a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.

Imp. Low Light Vision
- triple normal vision range in dim light.

Shadow Armor
- A Shadow Scout become proficient at making and applying a special greasy oil to his armor. This helps blur the texture of the armor, while also dampening the sound and masking the scouts scent.

I
- Shadow/grants a +1 competence bonus* on Stealth checks.
- Slick/provides a +1 competence bonus* on its wearer's Escape Artist checks.
- Scent Binder/provides a +1* to the DC of any creature trying to track the scout by scent. For each hour that the trail is cold, the DC increases by 2.

II
- Shadow/grants a +1 competence bonus
- Slick/provides a +1 competence bonus
- Scent Binder/provides a +2 to the DC

III
- Shadow/grants a +1 competence bonus
- Slick/provides a +1 competence bonus
- Scent Binder/provides a +3 to the DC

IV
- Shadow/grants a +2 competence bonus
- Slick/provides a +2 competence bonus
- Scent Binder/provides a +5 to the DC

* These bonuses are cumulative for a total of +5 at the end of the class progression.

Shadow Master
- At 10th level, due to his training in low light conditions, whenever a shadow scout is in an area of dim light, he gains +2 competence bonus on all saving throws. In addition, whenever he successfully scores a critical hit against a foe who while fighting in an area of dim light, he is able to direct the blow to cause his foe to be blinded for 1d6 rounds.

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