Shadowdancers operate in the border between light and darkness. These nimble artists of deception are never completely trusted but always induce wonder when met. Despite their link with shadows and trickery, shadowdancers are as often good as evil. They may use their incredible abilities as they wish.
Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain. Others operate as thieves, using their abilities to infiltrate past defenses and dupe others. All shadowdancer troupes maintain an aura of mystery among the populace, who never know whether to think well or ill of them.
To qualify as a shadowdancer, a character must fulfill all of the following criteria:
Lvl | BAB | Saves | Feats | HP | Shadow evade | |||||
---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | Dmg red | Conceal | AC bonus | |||||
1st | +0 | +0 | +2 | +0 | 8 | - | - | - | ||
2nd | +1 | +0 | +3 | +0 | Darkvision, Shadow Jump x10, Evasion, Uncanny Dodge |
16 | - | - | - | |
3rd | +2 | +1 | +3 | +1 | Hide in Plain Sight, Shadow Daze, Summon Shadow |
24 | - | - | - | |
4th | +3 | +1 | +4 | +1 | Shadow Evade | 32 | 10/+3 | 20% | +2 | |
5th | +3 | +1 | +4 | +1 | Defensive roll, Uncanny Dodge II | 40 | 10/+3 | 20% | +2 | |
6th | +4 | +2 | +5 | +2 | 48 | 10/+4 | 30% | +3 | ||
7th | +5 | +2 | +5 | +2 | Slippery Mind, Shadow Jump x∞ | 56 | 10/+4 | 30% | +3 | |
8th | +6 | +2 | +6 | +2 | 64 | 15/+5 | 40% | +4 | ||
9th | +6 | +3 | +6 | +3 | 72 | 15/+5 | 40% | +4 | ||
10th | +7 | +3 | +7 | +3 | Improved Evasion, Uncanny Dodge III | 80 | 15/+6 | 50% | +5 |
Darkvision: This feat grants the ability to see in the dark. This does not negate magical darkness.
Shadow Jump: A shadowdancer is able to teleport themselves to target location, up to 10 times per day. At level 7, this can be used an unlimited number of times.
Evasion: Whenever a reflex save is allowed for half damage, the character instead takes no damage if he succeeds at the save.
Uncanny Dodge: The character retains his dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature. Furthermore, they receive a +1 to reflex saves vs traps at levels 5, 10, 13, 16, and 19, up to a total of +5.
Hide in Plain Sight: The shadowdancer is able to use the hide skill even while being observed.
To function, Hide in Plain Sight requires the character have spent 10 points in both Hide and Move Silently and have at least 10 in both skills after modifiers for HIPS to function.
Shadow Daze: 3 times per day the shadowdancer may inflict an illusory daze upon a target. This daze lasts for 2 rounds per shadowdancer level. This feat allows a will saving throw versus mind effects to negate the effect, with a DC of 10 + shadowdancer level + Dexterity Modifier. 5 minutes recharge.
Summon Shadow: Once per day the shadowdancer can summon their shadow to fight alongside them for a time. Their shadow is a nearly perfect copy of them, except it has immunity to mind-affecting and death effects. At level 3 the shadow lasts 3 + SD level rounds. At level 6 the duration increases to 3 + 2 * SD level rounds. At level 9 the duration increases to 3 + 2 * HD level rounds. Unlike the spell version of this effect, the shadow is not capable of casting spells although it can cast certain SLAs. 20 minute recharge.
Shadow Evade: Three times per day the shadowdancer can call upon the shadows in the area to help conceal her for 5 turns, with a 20 minutes recharge:
Level | Concealment | Damage Reduction | Dodge AC |
4 | 20% | 10/+3 | +2 |
6 | 30% | 10/+4 | +3 |
8 | 40% | 15/+5 | +4 |
10 | 50% | 15/+6 | +5 |
Defensive Roll: If the character is struck by a potentially lethal blow, he makes a reflex saving throw (DC = damage dealt). If successful, he takes only half damage from the blow.
Slippery Mind: Characters failing their will save versus mind-affecting spells get an automatic reroll.
Improved Evasion: Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.
Epic Shadowlord: At level 12, the shadowdancer's shadow lasts 1 hour per HD. In addition, it gains premonition, +5 Dodge AC, +4 Shield AC, and +12 to all physical stats when summoned.
Bonus Feats: The epic shadowdancer gains a bonus feat every three levels. In other words, at levels 13, 16, and 19.
Epic Bonus Feats: Blinding Speed, Epic Skill Focus (All but Animal Empathy, Knowledges, Perform), Epic Dodge, Epic Reflexes, Improved Whirlwind Attack, Self Concealment, Superior Initiative, (Celestial Bloodline, Fiendish Bloodline)