Shadows Dweller (3.5e Class)

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Shadows Dweller

Description: A Shadows Dweller is an individual with one or multiple ancestors from the Plane of Shadow. For that the Shadows Dwellers are exceptional in becoming one with the shadows themselves. They are usually assassins and rogues that hide in the dark and come out just for a quick execution only to disappear in the shadows once again. Few know about their existence and many thinks at them as just a tale to tell to the naughty children. They are feared and sometimes hauted by the cults of the light's deities but also well paid to do their job.

Characteristics: A Shadows Dweller can effectively serve his party as both a ranged striker, and a melee striker. Having too few hit points to remain in melee combat for long, he must be aware of his surrounding to use the shadows as his own weapons and advantage. This class is considered a martial class for the Assassin Style of the Master Assassin.

Races: Every race can be a Shadows Dweller but usally they are more common among the member of races with dark vision.

Alignment: Shadows Dwellers do what it needs to be done to fulfill their tasks. They are for the majorty chaotic and sometimes netrual.

Religion: Shadows Dwellers are rare and vary different one from the other expecially culturally and so thay do not worship deity in particular.

Making a Shadows Dweller

Abilities: As a typical Rogue, a Shadows Dweller rely most heavily on Dexterity. Intelligence is also important for skill points and for many of is Su abilities, 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 Shadows Dweller.

Races: Any.

Alignment: Any non-lawful.

Starting Gold: As Ranger (6d4x10 (150 gp)).

Table: The Shadows Dweller

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+0+0+2+2 Sneak Attack +1d6, Shadow Step 30ft
2nd+1+0+3+0 Evasion, Melting With The Shadows
3rd+2+1+3+1 Sneak Attack +2d6, Shadow Step 60ft
4th+3+1+4+1 Uncanny Dodge, Harden Darkness +1
5th+3+1+4+1 Sneak Attack +3d6
6th+4+2+5+2 Shadowy Recover +1d3
7th+5+2+5+2 Sneak Attack +4d6
8th+6+2+6+2 Improved Uncanny Dodge
9th+6+3+6+3 Sneak Attack +5d6
10th+7+3+7+3 Sharpen Darkness
11th+8+3+7+3 Sneak Attack +6d6
12th+9+4+8+4 Shadowy Recover +2d3, Harden Daarkness +2
13th+9+4+8+4 Sneak Attack +7d6, Shadow Step 90ft
14th+10+4+9+4 One With The Shadows 1/day
15th+11+5+9+5 Sneak Attack +8d6
16th+12+5+10+5 One With The Shadows 2/day
17th+12+5+10+5 Sneak Attack +9d6
18th+13+6+10+6 Sneak Attack +10d6,One With The Shadows 4/day
19th+14+6+11+6
20th+15+6+12+6 Harden Darkness +3, One With The Shadows 5/day

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Use Magic Device (Cha), Use Rope (Dex).

Class Features

All of the following are class features of the Shadows Dweller.

Weapon and Armor Proficiency: Shadows Dwellers are proficient with all simple weapons, plus the hand crossbow, rapier, sap, scythe, shortbow and short sword. Shadows Dwellers are proficient with light armor, but not with shields.

Sneak Attack: If a Shadows Dweller 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 Shadows Dweller'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 Shadows Dweller flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 as shown in the table.

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

With a sap (blackjack) or an unarmed strike, a Shadows Dweller 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 Shadows Dweller 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 Shadows Dweller 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 Shadows Dweller cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Swadow Step (Sp): From the first level, a Shadows Dweller gains the ability to travel from shadow to shadow, duplicating the dimension slide power, though it use always the complete move action for one jump (you can't use multiple jumps in one turn). The limitation is that the magical transport must begin and end in an area with at least some shadow. A Shadows Dweller can jump up to a total of 30 feet per jump and incrementing as shown in the table. If the target area can entirely cover the Shadows Dweller with darkness and he used the ability while hidden he maintain the roll without penalites.This ability cause attacks of Opportunity when casted in a Threatened Square however it isn't stopped even if the Shadows Dweller is hit.(used in this way, it does not provoke any attack of opportunity, however a creature may hear his Shadow Step asa wind blow.).

Evasion (Ex): At 2nd level and higher, a Shadows Dweller 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 Shadows Dweller is wearing light armor or no armor. A helpless Shadows Dweller does not gain the benefit of evasion. Furthermore, A Shadows Dweller 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 Shadows Dweller 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.).

Melting With The Shadows (Sp): A Shadows Dweller of 2nd level or higher, can become partially a shadow at will, gaing the ability to hide himself within them. If the Shadows Dweller enters in a dark area or a creature's Shadow large at least as his size, he can use a swift action to melt him and his own equipment in the shadow (does not provoke any attack of upportunity). He can move at 1/2 of his Movement Speed and he can't be detected by every non-magiacl vision. In this state he can not be directly target by spell or phisical Attacks, however, if the shadow disappears or the surface on which it is prpjected is damaged the Shadows Dweller must succeed a saving throw on Reflexes (CD 10 or 8 + 1/2 damage dealt to the surface) to be allowed to use Shadow Step or stay inside the Shadow. If he falis the roll, the Shadows Dweller appear in the nearest square available to his previus location. This ability also gives + 1/2 of the Shadows Dweller's level as a racial bonus on hide and move siletly roll every time he rolls them within a dark area. He can't do anything if he is melted with the Shadows, except moving in the Shadows, using a swift action to "unmelt" or using Shadow step (used in this way, it does not provoke any attack of opportunity, however a creature may spot or hear his Shadow Step as a little shadow dashing from a place to another or as a wind blow. A creature can't do both roll on the same Shadow Step).

Uncanny Dodge (Ex): Starting at 4th level, a Shadows Dweller 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, she still loses her Dexterity bonus to AC if immobilized.

Harden Darkness (Sp): At the 4th level a Shadows Dweller starts learining how to manipulate the Darkness and make them hard as steel. If he is wearing any kind of clothes he can harden the shadows between them and his skin to be strong pratically as a second armor. This give an additional bonus to the natural armor of the Shadows Dweller equal at 1 + his Int modifier (max 4). If his Int modifier is lower than 0 it does not affect the armor. This ability can be activated (1 complete action) and disactivated at will and it does not require the Shadows Dweller to be conscious to stay active.

Shadowy Recover (Su): At the 6th level the Shadows Dweller undestand how to use the shadows to sustain himself. He regenerates at the end of his turn, if he has spent the whole turn melted in the shadows, 1d3 (2d3 at 12th level) of missing hps. Movements done in the Shadows or using Shadow step do not interrupt the effect of Melting With The Shadows

Improved Uncanny Dodge (Ex): A Shadows Dweller of 8th level or higher can no longer be flanked. This defense denies another rogue or Shadows Dweller the ability to sneak attack the character by flanking her, unless the attacker has at least four more Shadows Dweller 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 Shadows Dweller level required to flank the character.

Sharpen Darkness (Sp): Starting at the 10th the abilities of a Shadows Dweller to manipulate the shadows increase, he can now use them to amplifies the properties of his weapons. Spedining six hours in maditation and rituals in a completely dark place he can double the threat range of any piercing or slashing weapon (this effect stack with any other effects of the same kind, for example the feat Improved Critical).The weapon now has the same alignment of its maker and can trap the part of its victims' shadows. If the Shadows Dweller kills an enemy using a weapon enchanted with Sharpen Darkness steals one Shadow from them. The Shadows last 1 encounter and add 1 damage per shadow as cold damage to every sneak attack dice.

One With The Shadows (Su): At the 14th level the Shadows Dweller embrace all his inheritance, shadows cover him increasing many of his physical traits. This transformation last for (3 + Int modifier). While in this form the Shadows Dweller's type is cosidered Outsider (extraplanar). If a Shadows Dweller is subject to a dismissal or banishment spell she returns to the Plane of Shadow. He also gain:

  • +8 Dex, +6 Str;
  • +9 feet of Movement Speed;
  • +6 morale bonus on Reflex and on Will saves;
  • +10 bouns on Move Silently and Hide rolls;
  • He can now melt in the shadow of a creature one size smaller than the Shadows Dweller;
  • He gains an instat use of Shadowy Recover if he steals a Shadow;
  • He takes 50% more damage for any kind of light based attack or any holy damage;
  • The damage of every soul from the ability Sharpen Darkness is increased by 2.

This ability can be used 1/day (increasing as shown in the table).

Ex-Shadow Dwellers

.

Epic Shadows Dweller

Table: The Epic Shadows Dweller
Hit Die: d6
LevelSpecial
21st
22ndSneak Attack +11d6, Improved Sharpen Darkness
23rd
24thSneak Attack +12d6,Harden Darkness +4
25th
26thSneak Attack +13d6, Shadowy Recover 3d3
27th
28thSneak Attack +14d6, Harden Darkness +5
29th
30thSneak Attack +15d6, One With The Shadows 6/day

8 + Int modifier skill points per level.

Improved Sharpen Darkness (Sp): At 22th level the Shadows Dweller become a master in harvesting Shadows. They can last for one hour and each one deals 2 damage per Sneak Attack dice instead of 1.

Shadow Dwellers Starting Package

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Playing a Shadow Dweller

Religion: .

Other Classes: .

Combat: .

Advancement: .

Shadows Dweller in the World

"Shadows are a shallow grave."
—Avourel Yllamaris , Drow Shadows Dweller

Daily Life: Shadows Dweller spend their days, or more accurately their nights, roaming the streets. Searching for their target. However, the best Shadows Dweller live comfortably and totally out of the radar of local authorities.

NPC Reactions: Unless a NPC has seen a Shadows Dweller preform a Shadow Step they are likely to just think of them as a typical rogue. After witnessing such a feat; however, a great respect, and also great fear, develops.

Shadows Dwellers Lore

Characters with ranks in some appropriate skill can research Shadows Dwellers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (local)
DCResult
5The shadows are a good place to wait for a Shadows Dweller.
10The shadows are a good, but dangerous, place to wait for a Shadows Dweller.
15Shadows Dwellers can control shadows.
20Shadows Dwellers of a high enough level are capable of extremely quick assassinations.

Shadow Dwellers in the Game


Adaptation: .

Sample Encounter: .

EL : .


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