| Shadowed Prestige Class |
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Shadow Walker |
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The plane of shadow is a dark and mysterious place to many. But for the Shadow Walker, it becomes a second home. Walking the boundaries between the material plane and the plane of shadow, they often lose touch with society, preferring lives of seclusion. The ability to remain hidden is both a blessing and a curse to these men and women, slowly distancing them from the rest of the world. Shadow Walkers make excellent couriers and spies. Their ability to travel great distances, and do so undetected, is invaluable to many. They have a rogues sensibilities, with just enough arcane savvy to afford them special attention. Hit Dice: d8. RequirementsTo qualify to become a shadow walker, a character must fulfill all the following criteria.
Class SkillsThe shadow walker’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), and Survival (Wis). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifier. |
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Class FeaturesWeapon and Armor Proficiency: The shadow walker gains no additional proficiency with any weapon or armor. Hide in Plain Sight (Su): A shadow walker can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadow walker can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadows. Shadow Jump (Sp): Beginning at 1st level, the shadow walker gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. The shadow walker can jump a total of 10 feet each day in this way. Every two levels thereafter, the distance a shadow walker can jump each day doubles (20 feet at 3rd level, 40 feet at 5th level, 80 feet at 7th level, and 160 feet at 9th level). This amount can be split up among many jumps, but each jump, no matter how small, counts as a 10-foot increment. (For instance, a 5th-level shadow walker who jumps 32 feet cannot jump again until the next day.) Darkvision (Su): Upon reaching 2nd level, a shadow walker can see in the dark as though she was permanently under the effect of a darkvision spell. Shadow Walk (Sp): At 2nd level, the shadow walker gains the
ability to walk the edge of the Material Plane where it borders the Plane of
Shadow. In effect, this functions identically to the spell shadow walk,
except for the shorter duration and, initially, it applies only to herself
and the equipment she carries. By the time she reaches 6th level, she is
able to bring one person touched along with her. At 10th level, she may
bring along two such travelers. The shadow walker can remain in this state
for 10 minutes at 2nd level, increasing the duration to 20 minutes at 4th
level, 40 minutes at 6th level, one hour at 8th level, and two hours at 10th
level. Shadow Step (Su): Upon reaching 4th level, whenever the shadow walker is in the presence of shadows, her footfalls land just along the edge of the Plane of Shadows. In doing so, she leaves no trace of her movement on the Material Plane and, therefore, cannot be tracked. Improved Darkvision (Su): A 5th level shadow walker’s darkvision improves, gaining the ability to see in total darkness as far as she sees with her normal sight. Shadow Stride (Su): At 7th level, the shadow walker is able to shift effortlessly between Material and Shadow in order to avoid impediments that would hinder her. As long as the shadow walker is in the presence of shadows, treat her as if she were constantly under the effects of the freedom of movement spell. Deeper Darkvision (Su): Upon reaching 9th level, a shadow walker’s darkvision improves yet again, and can penetrate even unnatural or magical darkness. Shadow Stealth (Su): A 10th level shadow walker is so irrevocably tied to the Plane of Shadow, that she naturally remains in the in-between spaces between that plane and the Material Plane. As a result, she is always taking 10 on Hide checks whenever there is sufficient shadow nearby to activate her Hide in Plain Sight ability. Anyone attempting to locate the shadow walker must make opposed Spot checks to detect her presence. This ability cannot be turned off willfully by the shadow walker, it can only be dispelled by the absence of shadow. She can, however, still use other sensory queues to alert others of her presence. |
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