Shadowdancer idea


Homebrew and House Rules


I apparently posted this in the incorrect section, so I'm reposting here.

I worked on this with the intent to add a little flavor to the shadowdancer class (which has always been a personal favorite). One thing that puzzled me was the dancer part of the class; seemed to be lacking. So I would like people's opinions. What I'm really interested in is balance. I think the original class was too weak, and I'm hoping that my redesign is not OP. I will play test it once my character hits level 6. If anyone else is interested in play testing it, please, feel free.

SHADOWDANCER
Civilized folk have always feared the night, barring themselves behind doors or comforting themselves with bonfires when the shadows grow long, rightfully wary of the creatures that prowl the darkness. Yet long ago, some learned that the best way to conquer an enemy is to embrace it. These were the first shadowdancers. Shadowdancers exist in the boundary between light and darkness, where they weave together the shadows to become half-seen artists of deception. Unbound by any specified morality or traditional code, shadowdancers encompass a wide variety of adventuring types who have seen the value of the dark. Spellcasters use their abilities to safely cast spells from hiding and then move quickly away, while classes devoted to hand-to-hand combat enjoy the ability to attack foes with the element of surprise. Some even take the name of their kind quite literally, becoming eerie and mysterious performers and dancers, though more often the temptation presented by their talents with deception and infiltration causes shadowdancers to turn to lives of thievery.

Role: Shadowdancers adventure for a wide variety of reasons. Many adventuring parties find shadowdancers valuable members of their teams due to their incredible stealth and ability to surprise enemies with lightning quick attacks where they’re least expected. For this reason, groups in need of scouts or spies often seek the service of a shadowdancer.

Alignment: Because of their nature as visually duplicitous tricksters, shadowdancers do not fit comfortably into the lawful category, as many use their talents to avoid the eyes of legitimate authority. Yet though they are allies of darkness, shadowdancers are neither inherently evil nor predisposed to good. To them, the darkness is simply the darkness, without any of the usual moral connotations made by the unenlightened.

Hit Die: d8.

Requirements
To qualify to become a shadowdancer, a character must fulfill all the following criteria.
Skills: Stealth 5 ranks, Perform (dance) 5 ranks.
Feats: Combat Ref lexes, Dodge, Mobility.

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), Perception (Wis), Perform (Cha), Sleight of Hand (Dex), and Stealth (Dex).
Skill Ranks at Each Level: 6 + Int modifier.

Class Features
All of the following are features of the shadowdancer prestige class.
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 or darkness, a shadowdancer can hide herself from view in the open without anything to actually hide behind.
Shadow Dance: A shadowdancer is trained in the use of the Perform skill (dance) to create magical effects on herself. This works like bardic performance, except the shadowdancer only affects herself, and does not need to be able to see or hear her own performance. Shadow dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that shadow dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Shadow dancing benefits apply only when the shadowdancer is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities.
Starting a shadow dance is a move action, but it can be maintained each round as a free action. Changing a shadow dance from one effect to another requires the shadowdancer to stop the previous performance and start the new one as a move action. Like a bard, a shadowdancer’s performance ends immediately if she is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A shadowdancer cannot perform more than one shadow dance at a time. At 7th level, a shadowdancer can start a shadow dance as a swift action instead of a move action.
Dark Cunning (Su): When in dim light or darkness, a 1st-level shadowdancer can use her dance to inspire martial prowess bolstering herself against fear and improving her combat abilities. The shadowdancer receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every four shadowdancer levels thereafter, this bonus increases by +1, to a maximum of +3 at 9th level. This ability stacks with the bard’s inspire courage.
Shadow Performance (Su): A shadowdancer of 2nd-level or higher can use a shadow performance, which allows the shadowdancer to succeed at skills involving physical abilities. Shadow Performance isn’t one dance, but a series of dances, each designed to enhance a specific physical skill. The shadowdancer gets a +2 competence bonus on skill checks with a particular skill as long as she is using a shadow performance. This bonus increases by +1 for every three levels the shadowdancer has attained beyond 2nd level (+3 at 5th, +4 at 8th, etc.). Bluff and Intimidate may also be bolstered by a shadow performance; however, a shadowdancer can only use shadow performance with bluff when attempting to feint or to cause a distraction. The shadowdancer must be in dim light or darkness in order to receive the benefit from a shadow performance. This ability stacks with the bard’s inspire competence when applicable.
Dance of the Shrouded Steps (Su): A 3rd-level shadowdancer can use dance of the shrouded steps. This dance involves a lot of flips and quick maneuvers, and a shadowdancer can cause nearby shadows to animate and dance with her. When in dim light or darkness, the shadowdancer can use the dance of the shrouded steps to provide a +2 dodge bonus to AC; however, since the dance is focused on avoiding damage, the shadowdancer receives a –2 penalty to her attack rolls. At 3rd level the dodge bonus increases by +1 and the attack penalty is reduced to –1. At 6th level the dodge bonus increases by an additional +1 and the shadowdancer no longer receives a penalty to attack; the dodge bonus continues to increase by +1 every three levels beyond 6th, to a maximum of +4 at 8th level.
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.
Darkvision (Ex): At 2nd level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.
Uncanny Dodge (Ex): At 2nd level, a shadowdancer cannot be caught f lat-footed, even if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. A shadowdancer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a shadowdancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead (see page 393).
Rogue Talent: At 3rd level, and every three levels thereafter, a shadowdancer gains a special ability that allows her to confound her foes. This functions as the rogue talent class feature. A shadowdancer cannot select an individual talent more than once. If a shadowdancer has the advanced talents rogue class feature, she can chose from the advanced talents list instead.
Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, she can create visual illusions. This ability functions as silent image, using the shadowdancer’s level as the caster level. A shadowdancer can use this ability once per day for every two shadowdancer levels she has attained. 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 points equal to half the shadowdancer’s total. The shadow uses the shadowdancer’s base attack bonus and base save bonuses. The shadow shares any benefits received from the shadowdancer’s shadow dance. Otherwise, this shadow is identical to the shadow found in the Pathfinder RPG Bestiary. 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.
Create Shadows (Sp): At 4th level, a shadowdancer can create an area of shadow as a spell-like ability. This ability functions like darkness, using the shadowdancer’s level as the caster level. A shadowdancer can use this ability three times per day at 4th level, plus two additional times per day for every two levels attained beyond 4th (5/day at 6th level, 7/day at 8th level, and 9/day at 10th level). Upon reaching 10th level, this ability functions as greater shadow conjuration. The DC for this ability is Charisma-based
Shadow Call (Sp): At 4th level, a shadowdancer can create creatures and effects out of raw shadow. This ability functions as shadow conjuration, using the shadowdancer’s level as the caster level. A shadowdancer can use this ability once per day at 4th level, plus one additional time per day for every two levels attained beyond 4th (2/day at 6th level, 3/day at 8th level, and 4/day at 10th level). Upon reaching 10th 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. 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 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (80 feet at 6th, 160 feet at 8th, and 320 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
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 uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
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.
Shadow Savant (Su): At 7th level, the shadowdancer can use the Stealth skill even while being observed and without cover or concealment, as long as she is within 10 feet of a shadow other than her own. In addition, when within an area of darkness or dim light, as a standard action she may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 10th level, the shadowdancer can instead switch the positions of two willing allies, each of whom must be within 60 feet of her. Unless otherwise noted, this travel is identical to dimension door. The shadowdancer may use the ability to switch places once per day at 7th level, plus one additional time per day at 10th level.
Shadow Power (Sp): At 8th level, a shadowdancer can use raw shadow to damage her foes. This ability functions as shadow evocation, using the shadowdancer’s level as the caster level. A shadowdancer can use this ability once per day at 8th level, and one additional time per day upon reaching 10th level. The DC for this ability is Charisma-based.
Improved Evasion (Ex): This ability, gained at 10th 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.
Shadow Master (Su): At 10th level, the shadowdancer becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the shadowdancer’s creature type was) for the purpose of spells and magical effects. Additionally, whenever a shadowdancer is in an area of dim light or darkness, she gains DR 10/— and a +2 luck bonus on all saving throws. If the shadowdancer successfully scores a critical hit against a foe that is in an area of dim light, that foe is blinded for 1d6 rounds. Unlike other outsiders, the shadowdancer can still be brought back from the dead as if she were a member of her previous creature type.

Table 11–10: Shadowdancer
Level; Base Attack Bonus; Fort Save; Ref Save; Will Save; Special
1st; +0; +0; +1; +0; Hide in plain sight, shadow dance, dark cunning +1

2nd; +1; +1; +1; +1; Evasion, darkvision, uncanny dodge, shadow performance +2

3rd; +2; +1; +2; +1; Rogue talent, shadow illusion, summon shadow,
dance of the shrouded steps +2

4th; +3; +1; +2; +1; Create shadow, shadow call, shadow jump 40 ft.

5th; +3; +2; +3; +2; Dark Cunning +2, defensive roll, improved uncanny dodge, shadow performance +3

6th; +4; +2; +3; +2; Rogue talent, dance of the shrouded steps +3, shadow jump 80 ft.

7th; +5; +2; +4; +2; Slippery mind, shadow savant

8th; +6; +3; +4; +3; Shadow power, shadow performance +4, Shadow jump 160 ft.

9th; +6; +3; +5; +3; Rogue talent, dark cunning +3, dance of the shrouded steps +4

10th; +7; +3; +5; +3; Improved evasion, shadow master, shadow jump 320 ft.


Here is an updated version of the class. I made a few changes. Shadowdancer Revision

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