WhipShire |
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:
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.