Shadowjack Base Class


Homebrew and House Rules


This is a continuation of my stalker base class, after the name change and reduction of the shadow weavings role - which became focus of a sibling Shadowshifter class that I will post in the future.
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Shadowjack

Role: A shadowjack taps the power of shadows to distract, disrupt, and harm her opponents.

Alignment: Any.

Hit Dice: d8.

Class Skills: The shadowjack’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge [local] (Int), Knowledge [planes] (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight Of Hand (Dex), Stealth (Dex) and Use Magic Device (Cha).

Skill Ranks Per Level: 6 + Int modifier

Weapon And Armor Proficiency: Shadowjacks are proficient with all simple and martial weapons, whips, hand crossbows, repeater crossbows, and light armors.

Class Features:

Bonus Feat: At 1st level, a shadowjack gains one of the following feats as a bonus feat: Exotic Weapon Proficiency, Improved Unarmed Strike, Point-Blank Shot, Two-Weapon Fighting, Weapon Focus, or Weapon Finesse. She does not need to meet its prerequisites.

Tenebrous Lash (Su): A shadowjack can direct the power of shadows to lash at the bearers of her marks with a standard action. Each mark inflicts 1d6 points of damage to its bearer. Damage from multiple marks are added together and count as single source of damage before applying hardness and checking for massive damage. Using this ability removes all the triggered marks.

At 5th level, a shadowjack can use this ability as a move action. At 9th level, she can activate it as a swift action.

Some feats, twists and abilities can improve damage die used to determine tenebrous lash damage. In such case the damage die progression is 1d6, 1d8, 1d10, and 1d12 unless noted otherwise.

Some twists can add secondary effects to the tenebrous lash. All saving throws against secondary effects have DC of 10+one-half shadowjack class level+the shadowjack’s Charisma modifier. The saving throw DC can be increased with Ability Focus (tenebrous lash) feat. All secondary effects of the shadow lash are considered shadow effects.

Tenebrous Marks (Su): A shadowjack can mark her enemies with wisps of shadowstuff. Each time a shadowjack hits a corporeal opponent with a manufactured weapon she is proficient with or with an unarmed strike she may place a tenebrous mark upon the target. Alternatively, a shadowjack can take a standard action to place a tenebrous mark on a touched creature or object or take a full-round action to place up to six marks on willing or restrained recipients within reach. A shadowjack can have up to two tenebrous marks active at any one time, plus one additional at 2nd level and every two levels thereafter with a maximum of 12 marks at 20th level. Multiple marks can be placed on a single creature or object. The shadowjack can harmlessly remove any number of her existing tenebrous marks with a free action. A tenebrous mark vanish immediately if the distance between the recipient and the shadowjack exceeds 50 feet. A shadowjack is aware of a general direction toward all of her tenebrous marks but not their precise location.

A shadowjack using ghost touch weapon, being incorporeal or affected by any other effect that allows full interaction with incorporeal creatures can place her tenebrous marks on incorporeal creatures.

Shadow Pool (Su): At 2nd level, a shadowjack gains a pool of shadow energy points, known as shadow motes, that can be used to power various magical abilities. The number of motes in the shadowjack's shadow pool is equal to 1/2 her shadowjack level + her Charisma modifier. Shadow pool replenishes each morning after eight hours of rest or meditation. This hours do not need to be consecutive.

A shadowjack can spend a shadow mote as a swift action to gain darkvision with 60 feet range or increase range of existing darkvision by 60 feet for one hour. In addition, she can spend one mote to increase her speed by 20 feet for one round. Finally, a shadowjack can spend one mote to gain +4 insight bonus to Stealth checks for 1 round.

Shadow Twist: At 2nd level and every two levels thereafter, a shadowjack learns a secret technique that draws upon training and shadows to expand her capabilities. Any saving throws enforced by the shadowjack’s twists have saving throw DC of 10 + half the shadowjack level + the shadowjack’s Charisma bonus.

Shadow Weaving (Su): At 3rd level, a shadowjack can weave shadows into simple temporary objects. She can shape a weapon, a pair of identical light weapons, a quiver producing unlimited arrows, bolts, darts or sling stones, a light shield, a suit of light armor, a suit of non-descript clothing, a warm cloak, a mask, a bedroll, a waterskin, a backpack or a sack, a 10-ft. long pole, a 50-ft. long rope, or a set of masterwork tools. Weaving an object requires 1 minute of precise manual work. The shadow weaving dissolves immediately when the shadowjack dismisses it, starts creating a new shadow weaving, dies or the item is destroyed, and after one round when the shadowjack falls asleep or loses consciousness, or the item is more than 5 feet from the shadowjack. Any weapon created with this ability counts as magic weapon.

Hide in Plain Sight (Su): At 7th level, a shadowjack can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of darkness or dim light, a shadowjack can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Shadow Walker (Sp): At 11th level, a shadowjack can use shadow walk for a total number of hours per day equal to her level. The time spent shadow walking does not need to be consecutive, but must be used up in increments of 1 hour. The shadowjack can spend one hour of her shadow walk spell-like ability to travel between material plane and the Shadow Plane.

Greater Tenebrous Mark (Su): At 13th level, a shadowjack can spend one shadow mote as a standard action to place a greater tenebrous mark upon a single creature or object within line of sight. The shadowjack can have only one greater tenebrous mark active at any one time but it does not count against the limit of regular tenebrous marks and it isn’t restricted by the tenebrous marks’ distance limit. When the shadowjack activates her tenebrous lash she may exclude the greater shadow mark if she wishes so.

Gloom Wave (Su): At 15th level, a shadowjack can spend one shadow mote as a standard action to place one gloom mark on each enemy within line of sight. Gloom marks work like regular tenebrous marks in all respects, including dissipation range, except they do not count against regular tenebrous mark limit and they dissipate harmlessly at the end of the shadowjack’s following turn.

Potent Shadows (Su): At 17th level, a shadowjack can spend one shadow mote as a free action to make each of her tenebrous marks count as two marks for all purposes, until the start of the shadowjack’s next turn.

Shadow Adept: Upon reaching 20th level, a shadowjack becomes master of shadows. From now on she can select different secondary effect for each target affected by her tenebrous lash, can activate tenebrous lash as an immediate action, and the tenebrous lash damage die improves by one step. Additionally, the shadowjack’s darkvision penetrates magical darkness of any type.


Shadow Twists

Shadowjack and shadowshifter levels stack for purpose of meeting shadow twist prerequisites and calculating their effects. Saving throw DC of shadow twist effects of a character having levels of both shadowjack and shadowshifter are equal to 10 + half the character’s total shadowjack and shadowshifter levels + the higher of the character’s Intelligence and Charisma bonus. Shadow twists that are spell-like abilities have saving throw DC of 10 + spell level + higher of the character’s Intelligence and Charisma bonus.

General Twists:
Distant Shadows: The distance at which tenebrous marks and shadow weavings dissolve is doubled.

Evasion (Ex): A character with this twist can evade even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she takes no damage. Evasion can be used only if the character is wearing light armor or no armor. A helpless character does not gain the benefit of evasion. When a creature bearing one of the shadowjack’s companion mark is subject to the same effect forcing a Reflex save for half damage, the shadowjack can spend one shadow mote to share her evasion ability with any of her marked companions, removing one companion mark from each creature affected in this way.

Evasion, Improved (Ex): This works like evasion, except that while the character still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless character does not gain the benefit of improved evasion. A character must be at least 10th level and has to possess evasion ability before selecting this twist.

Fast Stealth (Ex): The character with this twist can move at full speed while using Stealth without penalty. The character can spend a shadow mote to run for one round while using Stealth.

Night Trader: The character learns the basics of night hags’ business, gaining the ability to evaluate captured souls and soul gems and to consume them to gain fast healing 2 for one round per character level. Consuming a soul gem is an evil act.

Shadow Awareness (Su): The character maintains a constant awareness of her tenebrous marks and shadow weavings and feels presence of all creatures or objects bearing them as if using blindsense as long as there is a line of effect between the character and the bearer.

Shadow Awareness, Greater (Su): The character awareness of her tenebrous marks and shadow weavings improves allowing her to sense their location precisely, as if using blindsight. Selecting this twist requires 10th level and a shadow awareness twist.

Shadow Peek (Su): The character can spend a shadow mote as a standard action to see and hear through one of her shadow weavings or tenebrous marks as if using scrying. This effect lasts as long as the character concentrates; the tenebrous mark targeted with this ability is removed once the shadowjack stops concentrating on scrying. A successful Will saving throw made by the bearer of the targeted mark negates the effect and removes the mark. This is a scrying and shadow effect.

Shadow Trick (Sp): When this twist is acquired one of arcane mark, brand, ghost sound, haunted fey aspect, mage hand, message, open/close, prestidigitation, penumbra, or touch of fatigue has to be selected. The character can use selected spell as a spell-like ability at will. Shadow tricks belong to illusion (shadow) school instead of their original school. This twist can be selected multiple times, each one granting use of different spell-like ability. The character gains a cumulative +1 bonus to Sleight Of Hand and Use Magic Device checks for each shadow trick known.

Tenebrous Freedom (Su): A character with this twist can activate a freedom of movement effect at the beginning of her turn without using any action. Each round of tenebrous freedom uses up one hour of the shadow walker class feature daily limit. Selecting this twist requires shadow walker class feature.

Tenebrous Spirit (Su): The character with this twist can become incorporeal at the beginning of her turn without using any action. Each round of tenebrous spirit uses up one hour of the shadow walker class feature daily limit. Selecting this twist requires shadow walker class feature.

Umbral Stride (Su): The character with this twist can spend a shadow mote as a move action and teleport to location adjacent to one of her tenebrous marks or shadow weavings. Using umbral stride removes the tenebrous mark or companion mark.

Umbral Stride, Improved (Su): Umbral stride can be activated with a swift action. Selecting this twist requires 10th level.

Walker Of The Dark Worlds (Ex): The character gains +2 bonus to initiative checks, Knowledge [planes], Perception, Stealth, and Survival checks while on the Shadow Plane or the shadowshifter’s tenebrous realm demiplane. This twist can be selected up to four times and its effects stack. This ability counts as a ranger’s favored terrain ability.

Whispering Shadows (Su): The character can communicate telepathically with creatures bearing her marks or carrying her shadow weavings. She can target single creature bearing any one mark or shadow weaving, all creatures bearing her marks and/or shadow weavings, or all creatures bearing her companion marks and/or shadow weavings.

Shadow Pool Twists:
Clinging Dash (Su): Increases bonus speed granted by expenditure of a shadow mote by 10 feet. While the character’s speed is increased, she can move on vertical surfaces as if using climb speed. She needs to end her turn on surface capable of supporting her or be able to hold to the surface.

Deceptive Veil (Su): Increases insight bonus to Stealth gained from expenditure of a shadow mote by 2. The skill bonus granted by expenditure of a shadow mote can be applied to Bluff instead of Stealth.

Distracting Veil (Su): Increases insight bonus to Stealth gained from expenditure of a shadow mote by 2. The skill bonus granted by expenditure of a shadow mote can be applied to Sleight Of Hand instead of Stealth.

Elusive Veil (Su): Increase insight bonus to Stealth gained from expenditure of a shadow mote by 2. The skill bonus granted by expenditure of a shadow mote can be applied to Acrobatics.

Phasing Dash (Su): Increases speed bonus granted by expenditure of a shadow mote by 10 feet. While the character’s speed is increased, she ignores difficult terrain.

Mystic Eyes (Su): Increases range of darkvision granted by expenditure of a shadow mote by 30 feet. While the character uses the darkvision bestowed by this ability, she can see magic auras around visible creatures and objects. She can concentrate on a single aura for a round to make a Spellcraft check to recognize its school or strength.

Twisting Dash (Su): Increases speed bonus granted by expenditure of a shadow mote by 10 feet. While the character’s speed is increased, she does not need to move in straight line while charging or running.

Shadow Weaving Twists:
Menacing Apparitions (Su): Shadow-woven apparitions (canine, equine, and humanoid) are treated as if threatening surrounding squares for the purpose of granting flanking bonus to their creators and the creators’ allies.

Shadow Weaving, Improved (Su): Improved shadow weavings do not dissolve when shadowjack goes to sleep and can be taken up to 5 feet per level away from its creator without dissolving. The shadowjack can spend a shadow mote to create the shadow weaving with a move action. A shadowjack must have shadow weaving ability before selecting this twist.

Vivid Shadows (Su): Shadow weavings can be imbued with various intense (if dark) colors, adorned with intricate patterns, and have unusual or exceptional appearance. Clothing woven out of vivid shadows may bestow +2 bonus to one of Bluff, Diplomacy, Disguise, Intimidate, or Perform checks, or possibly a suitable Profession check, depending upon quality and aspect of appearance emphasised. Vivid shadow weapons may bestow +2 bonus to Bluff checks made to feint. Any object can get +2 bonus to Sleight Of Hand or Stealth check made to palm or hide it.

Tenebrous Lash Twists:
Twists marked with an asterisk (*) are adding a secondary effect to the shadowjack’s tenebrous lash. Only one effect can be added to single activation of the tenebrous lash unless the shadowjack selected dual lash twist. 20th level shadowjack shadow adept class feature allows applying different secondary effect to each creature affected with tenebrous lash, or two different secondary effects to each creature affected with dual lash twist.

Blasting Lash* (Su): When using tenebrous lash ability, a shadowjack with this twist can make the triggered marks explode. All the creatures adjacent to the mark bearers suffer the same damage as the initial targets or half on a successful Reflex saving throw.

Bleeding Lash* (Su): When using tenebrous lash ability, a shadowjack with this twist can cause the lash victims to bleed. Each creature damaged with bleeding lash suffer a bleed damage equal to the number of tenebrous marks it bore. The bleeding continues until it is stopped with first aid or any form of healing.

Dual Lash: When using her tenebrous lash, a shadowjack with this twist can apply two different shadow twists that add secondary effects to the tenebrous lash instead of one. A shadowjack must be at least 10th level to select this twist.

Entangling Lash* (Su): When using tenebrous lash, a shadowjack with this twist can entangle the lash victims. Each creature damaged with entangling lash that fails a Reflex saving throw against the lash gains entangled condition for a number of rounds equal to marks it bore.

Lasting Lash: Conditions bestowed by secondary lash effects that normally last for a number of rounds equal to marks unleashed on the target, last for additional 1d4 rounds on a failed saving throw or 1 round on a successful saving throw.

Merciful Lash* (Su): When using tenebrous lash, a shadowjack with this twist can deal nonlethal damage.

Painful Lash* (Su): When using tenebrous lash, a shadowjack with this twist can make the lash victims sickened. Each creature damaged with painful lash that fails a Fortitude saving throw against the lash gains sickened condition for a number of rounds equal to the number of marks it bore. This is a pain effect.

Rending Lash* (Su): Enhances potency of the tenebrous lash ability increasing its damage die by one step.

Terrifying Lash* (Su): When using the tenebrous lash, a shadowjack with this twist can make the lash victims shaken. Each creature damaged with terrifying lash that fails a Will saving throw against the lash gains shaken condition for a number of rounds equal to marks it bore. This is a mind-affecting fear effect.

Tenebrous Mark Twists:
Companion Marks (Su): A shadowjack can place a special harmless mark on an ally. Companion mark works like other tenebrous marks but does not count against regular tenebrous marks’ limit, is unaffected by tenebrous lash, and does not bestow negative effects on its bearer. This twist can be selected multiple times; the shadowjack can have two more companion marks active each time this twist is selected.

Distracting Marks (Su): Each tenebrous mark on a creature bestows a cumulative -1 penalty to concentration checks, and any skill checks that require concentration or patience.

Draining Marks (Su): All marked creatures reduce any healing received by the number of tenebrous marks borne. The shadowjack heals a number of hit points equal to healing prevented in that way. Bearers of one or more companion marks can willingly transfer up to one point of received healing per companion mark worn to the shadowjack instead.

Elusive Marks (Su): Each tenebrous mark on a creature bestows a cumulative -1 penalty to attack rolls and Perception checks made against the shadowjack that placed the mark.

Marking Critical: When a shadowjack confirms a critical hit with an attack capable of placing a tenebrous mark, she can place a number of marks on the target equal to the critical damage multiplier of the attack (two for attacks without critical multiplier) instead of a single mark.

Reaching Shadows (Su): A shadowjack threatens all the creatures bearing her tenebrous marks and can make attacks of opportunity against them regardless of actual distance. Making an attack of opportunity against marked creature removes one of the tenebrous marks on that creature. Such attacks of opportunity cannot be used to place a tenebrous mark on their targets. This is a shadow and teleportation effect.

Shadow Filch (Su): A shadowjack can recall a marked object into own hand. Intelligent items and creatures possessing the recalled object may make a Will saving throw to negate this effect. Additionally the shadowjack can use Sleight Of Hand skill or Steal combat maneuver on a marked creature. Using either ability removes the mark from the target and requires the same type of action as activation of the shadowjack’s shadow lash. Item recalled or stolen with this ability cannot weigh more than 1 pound per mark on the item or its bearer. This is a shadow and teleportation effect.


I'm liking the look of the Shadowjack. It'll have to fight my Shadewright in a battle to the death for umbral supremacy. :P

The tenebrous lash + tenebrous mark system looks really intriguing. And balanced too, at a glance (although I am sadly famously not the best at judging the balance of damage-dealing abilities). Damage over time is tricky to do, but since this is merely an ancillary system to add oomph to regular attacks I really think it works. Nice work!

Cheers,
- Gears

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