Isildarian Shadow Rogue (3.5e Class)
Isildarian Shadow Rogue
Making a Shadow Rogue
Abilities:As a typical Rogue, Shadow Rogues rely most heavily on Dexterity. Intelligence is also important for skill points and Clever Strike, and depending on your chosen play style Charisma or Strength might also be a useful investment. Constitution and Wisdom are traditionally the lower stats of a Shadow Rogue.
Alignment: Any.
Starting Age: Simple
Starting Gold: As Rogue (6d8x10 (125 gp))
Class Features
All of the following are class features of the Shadow Rogue.
Weapon and Armor Proficiency: Shadow Rogue are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Shadow Rogues are proficient with light armor, but not with shields.
Sneak Attack: If a Shadow Rogue 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 Shadow Rogue'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 Shadow Rogue flanks her target. This extra damage is 3d6 at 1st level, and it increases by 2d6 every three Shadow Rogue levels thereafter. Should the Shadow Rogue score a critical hit with a sneak attack, this extra damage is 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 Rogue 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 Shadow Rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Shadow Rogue 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 Rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Shadow Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. A shadow rogue adds her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A shadow rogue can use Disable Device to disarm magic traps.
Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it.
Shadow Rogues can also use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it.
A shadow 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.
Evasion (Ex): At 2nd level and higher, a shadow rogue can avoid even magical and unusual 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 rogue is wearing light armor or no armor. A helpless shadow rogue does not gain the benefit of evasion. Furthermore, A shadow rogue of 12th level or higher may take this opportunity to use a shadow slide and leave the area of effect, assuming it is within the range of their standard slide, should they choose (ie. A 14th level shadow rogue who successfully avoids a Fireball Spell may jump to the outer edge of the blast, as a free immediate action, because the maximum range of his jump is 55 feet, and the diameter of the fireball is only 40 feet. He may also jump to the side of a 100' line of lightning, but as 100' is further than his maximum jump, he may not jump to the end of the line of lightning. He may not jump to another point within the area of effect under any condition. He may also choose to stay within the area of effect and still take no damage, should he wish.).
Uncanny Dodge (Ex): Starting at 2nd level, a shadow rogue 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.
See in Darkness (Su): At 2nd level Shadow Rogue can see in darkness of any sort, even magical darkness. (20 feet)
Clever Strike (Ex): At 3rd level a Shadow Rogue may choose to add half their Intelligence modifier (Rounded up) to any attack and damage made with the following weapons: any light weapon, rapier, whip, bow, crossbow, scimitar or spiked chain . This bonus can also be applied to thrown weapons. A shadow rogue with a negative Intelligence modifier may choose to not use this only after succeeding a DC 15 Intelligence check. This check need only be made once per lifetime.
Darkness (Sp): At 5th level a Shadow Rogue can use darkness, as a spell-like ability, a number of times per day equal to 1/5 his ECL (1/day level 5-9, 2/day level 10-14, 3/day level 15-19, 4/day level 20).
Daylight (Sp): At 5th level a Shadow Rogue can use Daylight, as a spell-like ability, a number of times per day equal to 1/5 his ECL (1/day level 5-9, 2/day level 10-14, 3/day level 15-19, 4/day level 20).
Shadow Step (Sp): At 6th level, a Shadow Rogue can use dimension slide as a spell-like ability at will provided she is of good alignment. This works just like the psionic power(Move action, range equal to base movement +25'+5'/level), except that you must start and end in a shadow conceivably large enough for your character and what ever he/she is with to fit through (ie. A Half-orc shadow rogue could not expect to jump into or out of the shadow cast by a common house cat, unless the lighting was just so). You can start in your own shadow and end in someone else s. It is equally possible to dive into a moving shadow(like one cast by a galloping horse), or come out of a moving shadow. It is up to the DM to discern the appropriate check for such an event(Failing such a check would imply that you "missed" the shadow, and therefore remain standing where the shadow was. It is impossible to "miss" the exit shadow.). Should an acceptable shadow not be within range, You are shunted to nearest shadow that is acceptable, taking d6 damage per 100' moved. At 12th level a shadow rogue gets Improved Shadow Step. This functions as Shadow Step, but takes is only a Free Action, as opposed to a Move Action. A person using shadow step may stay under for 6 seconds( when not in combat) while improved shadow step allows for 6 seconds/2 levels (when not in combat) (max 60 seconds).
Shadow Strike (Sp): As an attack action, a 7th level Shadow Rogue can hit somebody with a bolt of solid shadow. A shadow strike has short range, strikes as a ranged touch attack, and deals cold damage equal to (1d6 for every 2 ECL) and may be used as part of a sneak attack. Feats and abilities such as Two-Weapon Fighting and Rapid Shot that grant extra attacks do not grant extra uses of this ability. She may use this ability a number of times per day equal to half his ECL. The shadow rogue may also to choose to make a melee touch attack with this attack. In this instance a shadowy claw appears on the users hand and deals damage equal to (1d6 for every 2 ECL). Using Shadow Claw does not count against uses of Shadow Strike per day, however, once the daily allotment of Shadow Strike has been used, Shadow Claw may not be used. Shadow Claw likewise deals cold damage, and qualifies as a light weapon, so it can be used for weapon finesse and Clever Strike (unlike Shadow Strike, which does not). At level 13 a shadow rogue gets Improved Shadow Strike, which functions as Shadow Strike, but the damage dice turns to d8, and the Shadow Rogue can, at her option, choose to deal force damage instead of cold.
Improved Uncanny Dodge (Ex): A Shadow Rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more Shadow Rogue levels than the target does. If a character already has uncanny dodge (see above) 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 Shadow Rogue level required to flank the character.
Dawn Blade (Su):: Naturally, shadows cannot exist without illumination, and at higher levels a good-aligned shadow rogue gains the ability to create a special weapon, the Dawn Blade. A neutral shadow rouge can choose between being able to create Dawn Blades or Dusk Blades. A shadow rogue may make two Dawn Blades if they have two-weapon fighting. To do this, he must have at least partial illumination(the light of a torch, or even 0 level light spell will suffice). With a flourish of his hands he grabs a piece of the lit room, and breaks it off into a blade. He automatically has proficiency with this light weapon. A Dawn Blade has a reach of 5' and deals 2d4 (+2d4 per two Class above 8 Levels max 10d4) slashing damage and may additionally be thrown like Shadow Strike up to 100ft or shot from a a bow. A Dawn Blade threatens a critical on an 18-20 and has a critical multiplier of ×2. Dawn Blades have a range increment of 10', and melt 1 round after they hit a target, or the ground, assuming they have not been picked up by the wielder. Dawn Blades also instantly dissipate the effects of any darkness spell, whether cast by the shadow rogue, an ally, or an enemy. Furthermore, they can also provide light as if light had been cast on a standard weapon. This cannot be suppressed until the Dawn Blade as been dropped or thrown(and subsequently melted). Dawn Blades will only function for their creator; if someone else tries to touch one it loses it's solid nature and returns to particles of light, thereby losing all their abilities. As a Dawn Blade wielder, you may choose one of the following special properties at levels 14, 17 & 20. Each special property chosen counts as +1 toward the magical bonus of the total enchantment bonus of the weapon max bonus is +3. The special properties may be taken in any order:
- Explosive Light: As a move action, the wielder of a Dawn Blade can enhance any nearby light, causing all within 30' to make a Fortitude save (DC 10 + ½ character level + Dex modifier) or be blinded for 3 rounds. Creatures with light sensitivity take a -4 penalty to their save and are permanently blinded if they fail the save. If they pass, light-sensitive creatures are dazzled for three rounds.
- Absorption: As an immediate action, you may make an attack against any ray fired at you. If your attack roll beats the attack roll used to hit you, your blade absorbs the ray and the next successful hit made with the blade deals 1d8 damage, rather than 1d6. On a confirmed critical hit any Dawn Blade augmented with an absorbed ray deals 2d8, rather than 2d6 or 1d8+1d6. You may absorb an infinite number of rays with this effect, but the damage dice never increases more than 1(In essence, the ray is simply negated).
- Blinding Offense: Enemies count as flat-footed against any attacks you make with your Dawn Blades.
- Refraction: If and only if the Shadow Rogue has taken "Absorbtion" as a special property, they may choose to "refract" the ray cast, and increase the damage dice of one character's weapon within 30 feet, rather than increasing the damage of their own attack. This effect can only be cast onto melee or ranged weapons, and only lasts for one successful hit.
- Prism Splash: As a standard action, a Shadow rogue may use his Dawn Blade(s) to cast Scintillating Pattern once per day, however the duration is instantaneous. Prism Splash may only be taken if the Shadow Rogue has taken Explosive Light at a previous level.
- Handy Halo: A shadow rogue may keep their Dawn Blade from encounter to encounter. Normally, a Dawn Blade dissipates 1 minute after leaving combat, but with "Handy Halo" a Dawn Blade remains for a number of days equal to levels of Shadow Rogue. Furthermore, a Dawn Blade with "Handy Halo" will return to the shadow rogue's hand after being thrown. Outside of combat, the glow of a Handy Halo Dawn Blade can be suppressed and activated as free actions at will. When the light feature is suppressed, the Dawn Blade looks like a dull gray shadow.
Dusk Blade (Su):: While some Shadow Rouges learn the duality of light and darkness, others focus solely on the later. At higher levels an evil-aligned shadow rogue gains the ability to create a special weapon, the Dusk Blade. A neutral Shadow Rogue can choose between being able to create Dawn Blades or Dusk Blades. A Shadow Rogue with two weapon fighting may make two Dusk Blades. A shadow rouge can make a dusk blade only if they can reach or touch some form of shadow. To do this, the Shadow Rogue reaches into the shadows and pulls the dusk blade out from nothingness. The shadow rogue must be able to reach some form of shadow or darkness in order to create a dusk blade. The dusk blade lasts for 1 hour, after which it dissipates into the shadows. He automatically has proficiency with this light weapon. A Dusk Blade has a reach of 5' and deals 1d8 (+1d8 per two Class above 8 Levels max 5d8) slashing damage and may additionally be thrown like Shadow Strike up to 100ft or shot from a a bow. A Dusk Blade threatens a critical on a 20 and has a critical multiplier of ×3. Dusk Blades have a range increment of 10', and dissipate 1 round after they hit a target, or the ground, assuming they have not been picked up by the wielder. Dusk Blades also instantly dissipate the effects of any light spell, whether cast by the shadow rogue, an ally, or an enemy. Furthermore, they are surrounded by a magical darkness and the true shape of the weapon cannot be seen. Dusk Blades will only function for their creator; if someone else tries to touch one it loses it's solid nature and returns to nothingness, thereby losing all their abilities. As a Dusk Blade wielder, you may choose one of the following special properties at levels 14, 17 & 20. Each special property chosen counts as +1 toward the magical bonus of the total enchantment bonus of the weapon max bonus is +3. The special properties may be taken in any order:
- Terrifying Darkness: As a move action, the wielder of a Dusk Blade can enhance any nearby shadow, causing all within 10' of any part of the shadow to make a will save (DC 10 + ½ character level + Wis modifier) or become panicked. If they pass the save, they are shaken for one round.
- Dispersion: As an immediate action, you may make an attack against any ray fired at you. If your attack roll beats the attack roll used to hit you, your blade destroys the ray and all creatures within 15ft take 2d6 damage.
- Hidden Defense: The Shadow rogue is covered in darkness when wielding the Dusk Blade, giving a +2 AC modifier.
- Clouded Mind: Once per day as a standard action, a Shadow Rogue may use his Dusk Blade to darken and cloud his own mind, protecting him from mind-affecting spells and abilities for 10 minutes. In addition, when holding their Dusk Blade, a Shadow Rogue cannot be scryed upon.
- Paralyzing Dusk: Once per day as a standard action, a Shadow rogue may use his Dusk Blade to cast Ghoul Touch.
- Pocket Penumbra: A shadow rogue may keep their Dusk Blade from encounter to encounter. Normally, a Dusk Blade dissipates after one day, but with "Pocket Penumbra" a Dusk Blade remains for a number of days equal to one plus the Shadow Rogue's Charisma modifier. Furthermore, a Dusk Blade with "Pocket Penumbra" will return to the shadow rogue's hand after being thrown. In addition, while in the Pocket Penumbra, a Shadow Rouge may choose to stop the dusk blade from sapping light outside of combat.
Ex-Isildarian Shadow Rogues
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Epic Shadow Rogue
Level | Special | ||||||||||||||||||||||||||||||||||||||||
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21st | — | ||||||||||||||||||||||||||||||||||||||||
22nd | Sneak Attack +8d6, Bonus Feat | ||||||||||||||||||||||||||||||||||||||||
23rd | — | ||||||||||||||||||||||||||||||||||||||||
24th | — | ||||||||||||||||||||||||||||||||||||||||
25th | Sneak Attack +9d6, Bonus Feat | ||||||||||||||||||||||||||||||||||||||||
26th | Dawn/Dusk Blade +4 | ||||||||||||||||||||||||||||||||||||||||
27th | — | ||||||||||||||||||||||||||||||||||||||||
28th | Sneak Attack +10d6, Bonus Feat | ||||||||||||||||||||||||||||||||||||||||
29th | — | ||||||||||||||||||||||||||||||||||||||||
30th | — | ||||||||||||||||||||||||||||||||||||||||
6 + Int modifier skill points per level. |
Human Shadow Rogue Starting Package
Weapons: Dagger and Rapier.
Armor: Leather Armor.
Skill Selection: Pick a number of skills equal to 6 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
Balance | 4 | Dex | — |
Bluff | 4 | Cha | — |
Disable Device | 4 | Int | — |
Escape Artist | 4 | Dex | — |
Hide | 4 | Dex | — |
Move Silently | 4 | Dex | — |
Search | 4 | Int | — |
Sense Motive | 4 | Cha | — |
Sleight of Hand | 4 | Dex | — |
Tumble | 4 | Dex | — |
Feat: Two-Weapon Fighting.
Bonus Feats: Improved Initiative.
Gear: 50 feet of silk rope, backpack, water skin, flint and steel, 1 day of trail rations, bedroll, hooded lantern, 4 pints of oil, thieves' tools.
Gold: 41 gp.
Playing an Isildarian Shadow Rogue
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Isildarian Shadow Rogues in the World
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Isildarian Shadow Rogue Lore
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Isildarian Shadow Rogues in the Game
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