Shadow
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|4 ||+3 ||+1 ||+4 ||+4 ||Sneak Attack +2d6, Uncanny Dodge ||+4 | |4 ||+3 ||+1 ||+4 ||+4 ||Sneak Attack +2d6, Uncanny Dodge ||+4 | ||
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- | |5 ||+3 ||+1 ||+4 ||+4 || | + | |5 ||+3 ||+1 ||+4 ||+4 ||Sweep, Without a Trace ||+5 |
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|6 ||+4 ||+2 ||+5 ||+5 ||Trap Sense +2, Death Attack ||+6 | |6 ||+4 ||+2 ||+5 ||+5 ||Trap Sense +2, Death Attack ||+6 | ||
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|9 ||+6/+1 ||+3 ||+6 ||+6 ||Trap Sense +3, Defensive Roll ||+9 | |9 ||+6/+1 ||+3 ||+6 ||+6 ||Trap Sense +3, Defensive Roll ||+9 | ||
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- | |10 ||+7/+2 ||+3 ||+7 ||+7 ||Sneak Attack +4d6 | + | |10 ||+7/+2 ||+3 ||+7 ||+7 ||Sneak Attack +4d6, Winning Smile ||+10 |
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- | |11 ||+8/+3 ||+3 ||+7 ||+7 ||Improved Evasion | + | |11 ||+8/+3 ||+3 ||+7 ||+7 ||Improved Evasion, Improved Sweep ||+11 |
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|12 ||+9/+4 ||+4 ||+8 ||+8 ||Slippery Mind, Trap Sense +4 ||+12 | |12 ||+9/+4 ||+4 ||+8 ||+8 ||Slippery Mind, Trap Sense +4 ||+12 | ||
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|16 ||+12/+7/+2 ||+5 ||+10 ||+10 ||Sneak Attack +6d6 ||+16 | |16 ||+12/+7/+2 ||+5 ||+10 ||+10 ||Sneak Attack +6d6 ||+16 | ||
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- | |17 ||+12/+7/+2 ||+5 ||+10 ||+10 || | + | |17 ||+12/+7/+2 ||+5 ||+10 ||+10 ||Sow Distrust ||+17 |
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|18 ||+13/+8/+3 ||+6 ||+11 ||+11 ||Trap Sense +6 ||+18 | |18 ||+13/+8/+3 ||+6 ||+11 ||+11 ||Trap Sense +6 ||+18 | ||
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|19 ||+14/+9/+4 ||+6 ||+11 ||+11 ||Sneak Attack +7d6 ||+19 | |19 ||+14/+9/+4 ||+6 ||+11 ||+11 ||Sneak Attack +7d6 ||+19 | ||
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- | |20 ||+15/+10/+5 ||+6 ||+12 ||+12 || | + | |20 ||+15/+10/+5 ||+6 ||+12 ||+12 ||Perfect Sniping ||+20 |
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[[Category:Classes]] | [[Category:Classes]] |
Revision as of 11:19, 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:
- Appraise (Int)
- Balance (Dex)
- Bluff (Cha)
- Climb (Str)
- Computer Use (Int)
- Demolitions (Int)
- Diplomacy (Cha)
- Disable Device (Int)
- Disguise (Cha)
- Escape Artist (Dex)
- Forgery (Int)
- Gamble (Wis)
- Gather Information (Cha)
- Hide (Dex)
- Intimidate (Cha)
- Jump (Str)
- Knowledge (?) (Int)
- Listen (Wis)
- Move Silently (Dex)
- Open Lock (Dex)
- Search (Int)
- Slight of Hand (Dex)
- Speak Language (none)
- Spot (Wis)
- Tumble (Dex)
- Use Rope (Dex)
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 ???.
Alertness
A scout gains Alertness as a bonus feat.
Stealthy
A scout gains Stealthy as a bonus feat.
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.
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.
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.
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
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.
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.
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.
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.
Fast Movement
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.
Swift Track
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.
Camouflage
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.
Improved Uncanny Dodge
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.
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.
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.
Hide in Plain Sight
While in any sort of natural terrain, a scout of 19th level or higher can use the Hide skill even while being observed.
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 |