Shadow

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=== Weapon and Armor Proficiency ===
=== Weapon and Armor Proficiency ===
A shadow is proficient with ???.  
A shadow is proficient with ???.  
-
 
-
=== Alertness ===
 
-
A scout gains [[Alertness]] as a bonus feat.
 
=== Stealthy ===
=== Stealthy ===
-
A scout gains [[Stealthy]] as a bonus feat.
+
A shadow gains [[Stealthy]] as a bonus feat.
=== Sneak Attack ===
=== Sneak Attack ===
-
If a scout can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The scout’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every three scout levels thereafter. Should the scout score a critical hit with a sneak attack, this extra damage is not multiplied.  
+
If a shadow can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The shadow’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the shadow flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three shadow levels thereafter. Should the shadow score a critical hit with a sneak attack, this extra damage is not multiplied.  
Ranged attacks can count as sneak attacks only if the target is within 30 feet.  
Ranged attacks can count as sneak attacks only if the target is within 30 feet.  
-
With a sap (blackjack) or an unarmed strike, a scout can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.  
+
With a sap (blackjack) or an unarmed strike, a shadow can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.  
-
A scout can sneak attack only living creatures with discernible anatomies. non-living, non-biological or incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A scout cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
+
A shadow can sneak attack only living creatures with discernible anatomies. Non-living, non-biological or incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The shadow must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A shadow cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.  
-
 
+
-
=== Track ===
+
-
A scout gains [[Track]] as a bonus feat at 2nd level.
+
-
 
+
-
=== Endurance ===
+
-
A scout gains [[Endurance]] as a bonus feat at 3rd level.
+
-
 
+
-
=== Run ===
+
-
A scout gains [[Run]] as a bonus feat at 3rd level.
+
=== Trapfinding ===
=== Trapfinding ===
-
At 3rd level scouts can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a trap has a DC of at least 20, or higher if it is well hidden. Scouts can use the [[Disable device]] skill to disarm traps. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
+
At 2nd level shadows can use the [[Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a trap has a DC of at least 20, or higher if it is well hidden. Shadows can use the [[Disable device]] skill to disarm traps. A shadow who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
 +
 
 +
=== Poison Use ===
 +
asdf
=== Trap Sense ===
=== Trap Sense ===
-
At 4th level, a scout gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the scout reaches 7th level, to +3 when she reaches 10th level, to +4 when she reaches 14th level, to +5 at 17th, and to +6 at 19th level. Trap sense bonuses gained from multiple classes stack.
+
At 3rd level, a scout gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the scout reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
=== Evasion ===
=== Evasion ===
-
At 5th level and higher, a scout can avoid certain special 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 instead takes no damage. Evasion can be used only if the scout is wearing light armor or no armor. A helpless scout does not gain the benefit of evasion.
+
At 2nd level and higher, a shadow can avoid certain special attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the shadow is wearing light armor or no armor. A helpless scout does not gain the benefit of evasion.
=== Uncanny Dodge ===
=== Uncanny Dodge ===
-
Starting at 6th level, a scout can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a scout already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.  
+
Starting at 4th level, a shadow can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized. If a shadow already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.  
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=== Fast Movement ===
+
=== Sweep ===
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A scout’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the scout’s speed because of any load carried or armor worn.
+
asdf
-
=== Swift Track ===
+
=== Without a Trace ===
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Beginning at 9th level, a scout can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
+
asdf
-
=== Camouflage ===
+
=== Death Attack ===
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A scout of 12th level or higher can use the [[Hide]] skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
+
asdf
=== Improved Uncanny Dodge ===
=== Improved Uncanny Dodge ===
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A scout of 15th level or higher can no longer be flanked. This defense denies another creature the ability to sneak attack the character by flanking her, unless the attacker has at least four more class levels in the class giving him the sneak attack ability than the target does.  
+
A shadow of 8th level or higher can no longer be flanked. This defense denies another creature the ability to sneak attack the character by flanking him, unless the attacker has at least four more class levels in the class giving him the sneak attack ability than the target does.  
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum class level required to flank the character.  
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum class level required to flank the character.  
 +
 +
=== Defensive Roll ===
 +
asdf
 +
 +
=== Winning Smile ===
 +
asdf
=== Improved Evasion ===
=== Improved Evasion ===
-
This ability works like evasion, except that while the scout still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless scout does not gain the benefit of improved evasion.
+
This ability works like evasion, except that while the shadow still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless shadow does not gain the benefit of improved evasion.
 +
 
 +
=== Improved Sweep ===
 +
asdf
 +
 
 +
=== Slippery Mind ===
 +
asdf
=== Hide in Plain Sight ===
=== Hide in Plain Sight ===
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While in any sort of natural terrain, a scout of 19th level or higher can use the Hide skill even while being observed.  
+
While in any sort of natural terrain, a shadow of 14th level or higher can use the Hide skill even while being observed.  
 +
 
 +
=== Improved Sniping ===
 +
asdf
 +
 
 +
=== Sow Distrust ===
 +
asdf
 +
 
 +
=== Perfect Sniping ===
 +
asdf
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Revision as of 11:33, 6 March 2007

The shadow is a master of stealth and deception. He can fill a variety of roles and fit a number of generic types. Thief, spy, rogue and assassin are some of the most common.

Contents

Role

The shadow uses his wit, charm, stealth and guile to complete his goals. He can gain entry to secure areas, through deception or furtiveness. He can manipulate people to part with vital information, or using disguise to mask his own true appearance and identity. If need be, the shadow can kill, silently. In an adventuring group, the shadow can function as a party spokesperson and supportive fighter.

Abilities

Dexterity and Charisma are the shadow's most important abilities. His Dexterity is the source of his stealth, his ability to strike silently, and when he carries light or no armor, it adds vital bonuses to his armor class. His Charisma powers his social skills; his ability to befriend, decieve, bluff, manipulate and gain information from the people around him. His Intelligence is also important, as several of his skills are based on that ability score.

Game Rules

Hit Die

d6

Class Skills

The scout’s class skills (and the key ability for each skill) are:

Skill Points

  • First level: (8 + Int. modifier) x4.
  • Additional levels: 8 + Int. modifier.

Class Features

All of the following are class features of the shadow.



Weapon and Armor Proficiency

A shadow is proficient with ???.

Stealthy

A shadow gains Stealthy as a bonus feat.

Sneak Attack

If a shadow can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The shadow’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the shadow flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three shadow levels thereafter. Should the shadow score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a shadow can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A shadow can sneak attack only living creatures with discernible anatomies. Non-living, non-biological or incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The shadow must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A shadow cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding

At 2nd level shadows can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a trap has a DC of at least 20, or higher if it is well hidden. Shadows can use the Disable device skill to disarm traps. A shadow who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Poison Use

asdf

Trap Sense

At 3rd level, a scout gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the scout reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Evasion

At 2nd level and higher, a shadow can avoid certain special attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the shadow is wearing light armor or no armor. A helpless scout does not gain the benefit of evasion.

Uncanny Dodge

Starting at 4th level, a shadow can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized. If a shadow already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.

Sweep

asdf

Without a Trace

asdf

Death Attack

asdf

Improved Uncanny Dodge

A shadow of 8th level or higher can no longer be flanked. This defense denies another creature the ability to sneak attack the character by flanking him, unless the attacker has at least four more class levels in the class giving him the sneak attack ability than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum class level required to flank the character.

Defensive Roll

asdf

Winning Smile

asdf

Improved Evasion

This ability works like evasion, except that while the shadow still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless shadow does not gain the benefit of improved evasion.

Improved Sweep

asdf

Slippery Mind

asdf

Hide in Plain Sight

While in any sort of natural terrain, a shadow of 14th level or higher can use the Hide skill even while being observed.

Improved Sniping

asdf

Sow Distrust

asdf

Perfect Sniping

asdf

Table: The Shadow:
Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Modifier
1 +0 +0 +2 +2 Stealthy, Sneak Attack +1d6 +1
2 +1 +0 +3 +3 Evasion, Trapfinding +2
3 +2 +1 +3 +3 Poison Use, Trap Sense +1 +3
4 +3 +1 +4 +4 Sneak Attack +2d6, Uncanny Dodge +4
5 +3 +1 +4 +4 Sweep, Without a Trace +5
6 +4 +2 +5 +5 Trap Sense +2, Death Attack +6
7 +5 +2 +5 +5 Sneak Attack +3d6 +7
8 +6/+1 +2 +6 +6 Improved Uncanny Dodge +8
9 +6/+1 +3 +6 +6 Trap Sense +3, Defensive Roll +9
10 +7/+2 +3 +7 +7 Sneak Attack +4d6, Winning Smile +10
11 +8/+3 +3 +7 +7 Improved Evasion, Improved Sweep +11
12 +9/+4 +4 +8 +8 Slippery Mind, Trap Sense +4 +12
13 +9/+4 +4 +8 +8 Sneak Attack +5d6 +13
14 +10/+5 +4 +9 +9 Hide in Plain Sight +14
15 +11/+6/+1 +5 +9 +9 Trap Sense +5, Improved Sniping +15
16 +12/+7/+2 +5 +10 +10 Sneak Attack +6d6 +16
17 +12/+7/+2 +5 +10 +10 Sow Distrust +17
18 +13/+8/+3 +6 +11 +11 Trap Sense +6 +18
19 +14/+9/+4 +6 +11 +11 Sneak Attack +7d6 +19
20 +15/+10/+5 +6 +12 +12 Perfect Sniping +20
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