Creating a Shadowdancer


Advice


So as my first time playing Pathfinder (I'm very well acquainted with D&D 5e and other D20 systems) I'd like to play a class that seems to have a fun flavor to it with a neat mechanic. I eventually settled on the prestige class of Shadowdancer.

The campaign is starting at 1st level so it will be awhile before I branch over to Shadowdancer. The problem I'm encountering, however, is starting class. So far the DM has been very tight lipped about letting us know what kind of things to expect and I am as of yet unsure what the rest of the party will be.

My first look was at Rogue as it's similar to the kind of playstyle I usually go for. The general hit, run, utility character. I was disheartened to see that two of the class features of Shadowdancer are also in Rogue's first five levels.

I then went to look at Ninja since it's alternate class for Rogue, but alas, uncanny dodge was still in the first five levels.

So my main dilemma is wanting a class that compliments the Shadowdancer pretty well but doesn't overlap features like that. If it helps, my race will be Fectchling, but other than that, not a clue.


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Never use a Rogue.

Use Unchained Rogue. This is an updated official version of the Rogue. It's much more powerful and it works better.

Instead of using the regular Unchained Rogue, though, take an archetype. Archetypes are class modifications that take things away to grant other boosts.

The archetype you want is the Dark Lurker archetype. It replaces Evasion (which overlaps) for Blind-Fight, which is pretty handy. It also allows you to hit enemies under cover with sneak attacks, so it's all pretty great.

Uncanny Dodge, however, you DON'T want to give up. If you read the Shadowdancer, you'll notice that it says that if you have Uncanny Dodge, the Shadowdancer's Uncanny Dodge becomes IMPROVED Uncanny Dodge (described later in the PrC).


Regarding the Uncanny Dodge I did notice that it did become Improved Uncanny Dodge. I do like that, but again at higher levels it does become redundant. It does stack with other Uncanny Dodges, but I do not believe the DM will be playing too many opponents with complicated mechanics like sneak attack as it's his first time DMing.

I will definitely look at the Unchained Rogue though! I didn't realize there was an updated version.


If you don't care about Improved Uncanny Dodge, then take the Dark Lurker archetype to remove Evasion for something good... AND then also take the Scout archetype to trade Uncanny Dodge for something good too.

Here are links to the archetypes.

Dark Lurker

Scout


I would consider a more martial base. You can still get a similar feel but with a far more effective Shadow companion. The Shadow companion is like a familiar in that it gets half your HP and uses your BAB, so Lore Warden Fighter is excellent (as well as for a few more reasons).

You get d10 HD, full BAB and 4+INT skills a level and all INT-based skills as class skills. You can then pick up traits like Clever Wordplay and Pragmatic Activator to use INT for various CHA-based skills. As these skills are now INT-based, they become class skills which is a nifty bonus. This is a little less good since you're using a Fetchling, due to its ability score bonus.

You also get Combat Expertise on top of your normal fighter bonus feats. You get this even if your INT is too low. So you can have a lower INT and really boost Charisma for your Shadowdancer ability DCs if you'd like.

Having Combat Expertise is particularly good since, if you don't mind worshipping Desna, you can qualify for Butterfly's Sting. Combined with a high critical hit range weapon such as an Agile Kukri with Improved Critical, or a Keen Fauchard if STR-based, you can deal reasonable damage and pass your critical hits to your Shadow for a double dose of STR damage.

At higher levels, UMD will let you use a wand of Haste to grant your Shadow another attack. If you want to, you can use your rogue talent gained from Shadowdancer to pick up Pressure Points to tack on a bit more STR damage when sneak attacking.


Here's the address to a good shadow dancer guide. It focuses on shadow jumping onto the enemy casters/glass cannons and taking them down really quickly. Someday I will figure out how to post a link but until then

https://docs.google.com/document/d/1ECKpD15DbcDuEyPKiR1BsY2JLSGRjLwEp8Fncq3 Smjw/edit

Personal thoughts
Fighter and Ranger both make good entry classes as does mixing the two. Taking 2 levels of archetyped rouge is fine so you can get access to any rouge talents you want. Full rouge entry is a bad idea as you don't get many non prerequisite feats to play with


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Slayer, from the Advanced class guide, can make an excellent shadowdancer.


Dastis wrote:

Here's the address to a good shadow dancer guide. It focuses on shadow jumping onto the enemy casters/glass cannons and taking them down really quickly. Someday I will figure out how to post a link but until then

https://docs.google.com/document/d/1ECKpD15DbcDuEyPKiR1BsY2JLSGRjLwEp8Fncq3 Smjw/edit

Personal thoughts
Fighter and Ranger both make good entry classes as does mixing the two. Taking 2 levels of archetyped rouge is fine so you can get access to any rouge talents you want. Full rouge entry is a bad idea as you don't get many non prerequisite feats to play with

Link to Shadowdancer Guide


Slayer or Ranger. If you do go the rogue route, then Scout and Dark Lurker is probably your best option, but... Slayer or Ranger will just be better.


What about the new shadow walker archetype from blood of shadows? Sounds pretty thematic.


The three required feats to Shadow Dancer are painful to get unless you go fighter since all three are combat feats. Two levels of fighter plus one of you base feats and you are good. Rogues and Ninjas do seem to fit best with the theme of the prestige class but I have used it for other base classes and it works well.


As the linked guide mentions, Paladins make really interesting and potentially effective Shadow Dancers. Were I to make one, I would use Paladin as the base class.


A rogue can get those three feats in 5 levels no problem. You even have an extra feat for TWF which is the only feat you require.


They can get the 3 feats. But should they? It is much nicer to have feats open than not. Heck with extra talent they can end up with more rouge talents than a full rouge
Ex
Lv1-3 Fighter, Lv4 and 5 Rouge
Feats
Lv1 Dodge, Combat Reflexes
Lv2 Mobility
Lv3 TWF
Lv5 Extra Talent

In addition they gain additional proficiency with weapons/armor along with extra class abilities. The only thing they really loose is skill points and sneak attack damage both of which can be boosted with bonus feats if you really want to


And Debilitating Injury and a Rogue's Edge? Hard pass for me. I'll stick to full Rogue.

Plus remember Dark Lurker grants you other cool stuff.


Y could go straight Shadow Oracle which gets some of the same features as a Shadowdancer as a part of its normal progression.


MadScientistWorking wrote:
Y could go straight Shadow Oracle which gets some of the same features as a Shadowdancer as a part of its normal progression.

Umbral Agent is probably the better option for a divine caster. Does require a LE alignment though.

Scarab Sages

Phalanx Soldier Fighter + Swashbuckler can make a fun entry into Shadowdancer, allowing you to finesse a reach weapon like a longspear. Add spikes to your light shield for close range fighting, and you have a large threatened area while you slip through the shadows. As an added bonus, you'll have a high BAB for your shadow companion.

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