Sparrow
2011-12-13, 12:58 AM
First of all, I'd like to say that this is my first homebrew and I ask that you don't criticize me too harshy. I realize that it is not as good as it should be, and I will make edits to it when I figure out what else to add. So, here is:
The Shadow:
*Insert Picture*
The target cautiously walked down the corridor. His footsteps were the only things that broke the silence. He looks back quickly, sees nothing. He turns back forward. sees nothing. He continues walking and sees a shoe in a shadow. He begins to frantically stumble backwards as if he had seen a ghost. From behind, a dagger sinks into the man's heart. A hooded figure walks over to the shoe and places it back on his left foot.
---Last Moment's of a Shadow's target.
The Shadow is a stealthy trouble-making scoundrel. They rely on the shadows for their strength. Without shadows, they are nothing. They make quick thought-out strikes to eliminate their enemies. In the above Anecdote, a Shadow plans his strike by placing his shoe in a shadow, giving the appearance that he was hiding in that shadow, while he waiting invisible in a different one. As the target stumbled back, the Shadow prepared to strike, giving him a swift, clean kill. A Shadow knows how to infiltrate and hide in any situation. They use their quick wits to fool guards as they slip past. To aid them, they use clever illusions and magical tricks. Their arcane ability is one of their many tools that they have at their disposal.
Making a Shadow:
Abilities: Strength is good to have for damage output, but Dexterity seems to take higher priority, being the main source of stealth without higher level spells. Constitution is always good to have, since a d6 hit die makes them rather squishy. Intelligence is definitely a must have because the Shadow relys on it for spells and Shadow Stride ability.
Race: Shadows can be from any race, although they seem to be more prominent among the Grey Elves due to their nimble bodies and quick wits.
Alignment: Any non-lawful
Starting Gold: As Rogue
Hit Die: D6
{table=head]Level|Base attack|Fort|Ref|Will|Special|0 lv|1st|2nd|3rd|4th|5th|6th
1st|+0|+0|+2|+2|Spells;Sneak Attack +1d6|2||||||
2nd|+1|+0|+3|+3|Low-Light Vision|3|0|||||
3rd|+2|+1|+3|+3|Sneak Attack +2d6|3|1|||||
4th|+3|+1|+4|+4|Shadow's Stride; Shadow Safeguard 1|3|2|0||||
5th|+3|+1|+4|+4|Sneak Attack +3d6;Evasion|3|3|1||||
6th|+4|+2|+5|+5|Darkvision; Shadow Safeguard 2|3|3|2||||
7th|+5|+2|+5|+5|Sneak Attack +4d6|3|3|2|0|||
8th|+6/+1|+2|+6|+6|Hide in Plain Sight;Shadow Safeguard 3|3|3|3|1|||
9th|+6/+1|+3|+6|+6|Shadow Jump 20/day; Sneak Attack +5d6; Shadow Safeguard 4|3|3|3|2|||
10th|+7/+2|+3|+7|+7|Ebon Eyes|3|3|3|2|0||
11th|+8/+3|+3|+7|+7|Sneak Attack +6d6|3|3|3|3|1||
12th|+9/+4|+4|+8|+8|Shadow's Safeguard 5|3|3|3|3|2||
13th|+9/+4|+4|+8|+8|Sneak Attack +7d6|3|3|3|3|2|0|
14th|+10/+5|+4|+9|+9|Shadow Jump 40/day;Shadow Safeguard 6|4|3|3|3|3|1|
15th|+11/+6/+1|+5|+9|+9|Sneak Attack +8d6; |4|4|3|3|3|2|
16th|+12/+7/+2|+5|+10|+10|Improved Evasion;Shadow Safeguard 7|4|4|4|3|3|2|0
17th|+12/+7/+2|+5|+10|+10|Sneak Attack +9d6|4|4|4|4|3|3|1
18th|+13/+8/+3|+6|+11|+11|Shadow Safeguard 8|4|4|4|4|4|3|2
19th|+14/+9/+4|+6|+11|+11|Shadow Jump 80/day; Sneak Attack +10d6|4|4|4|4|4|4|3
20th|+15/+10/+5|+6|+12|+12|Shadow Safeguard 9|4|4|4|4|4|4|4
[/table]
Skill Points: 6+Int (x4 at 1st Level)
Skill List: Concentration(Con), Craft(Int), Disable Device(Int), Disguise(Cha), Escape Artist(Dex), Hide(Dex), Knowledge[Local](Int), Listen(Wis), Move Silenty(Dex), Open Lock(Dex), Perform(Cha), Profession(Wis), Search(Int), Spellcraft(Int), Spot(Wis), Use Magic Device(Cha), Use Rope(Dex)
Spells Known
{table=head]Class Level|1st|2nd|3rd|4th|5th|6th
1|4||||||
2|5|2|||||
3|6|3|||||
4|6|3|2||||
5|6|3|3||||
6|6|3|3||||
7|6|3|4|2|||
8|6|3|4|3|||
9|6|3|4|3|||
10|6|3|4|4|2||
11|6|3|4|4|3||
12|6|3|4|4|3||
13|6|3|4|4|4|2|
14|6|3|4|4|4|3|
15|6|5|4|4|4|3|
16|6|5|5|4|4|4|2
17|6|5|5|5|4|4|3
18|6|5|5|5|5|4|3
19|6|5|5|5|5|5|4
20|6|5|5|5|5|5|5
[/table]
Class Features:The following are Class Features for a shadow
Weapon and Armor Proficiency: Shadows are proficient with light armor but not shields. They are also proficient with all simple weapons, rapiers, short swords, scimitars, and longswords.
Spells: A Shadow casts arcane spells, which are drawn from the Shadow spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a bard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Shadows spell is 10 + the spell level + the Shadow's Intelligence modifier. Like other spellcasters, a Shadow can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Shadow. In addition, he receives bonus spells per day if he has a high Intelligence score. When Table: The Shadow indicates that the Shadow gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The Shadows selection of spells is extremely limited. A Shadow begins play knowing four 0-level spells of your choice. At most new Shadow levels, he gains one or more new spells, as indicated on Table: The Shadow. (Unlike spells per day, the number of spells a Shadow knows is not affected by his Intelligence score; the numbers on Table: Spells Known are fixed.)
As noted above, a Shadow need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spells level.
Sneak Attack:
If a Shadow 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 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 flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Shadow levels there after. 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. 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 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 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.
Low-light Vision:
A young Shadow can see in the smallest amount of light, as long as there is still light. At 2nd Level, A Shadow gains Low-light Vision. She can now see twice as far as a normal character in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Shadow's Stride:
A Shadow is a master of stealth. They learn to disappear into thin air at a moments notice. At 4th Level, a Shadow gains the Invisibily, Swift as a spell-like ability 3/day+Intelligence Modifier.
In order to use this ability, a Shadow cannot be flat-footed and must be within 10 feet of a shadow other than their own.
Shadow's Safeguard:
The Shadow learns to take refuge in the shadows. At 4th Level, while in the safety of the shadows, the Shadow gains Fast Healing 1 for as long as she remains in the shadows. This ability improves every two levels thereafter (2 at 6th, 3 at 8th, etc.)
Evasion:
At 5th level and higher, a Shadow can avoid even magical and unusual 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 Shadow is wearing light armor or no armor. A helpless Shadow does not gain the benefit of Evasion.
Darkvision:
At 6th level, a Shadow can see in the dark as though she were permanently under the effect of a darkvision spell. Gaining this ability does not take Low-light vision away from a Shadow.
Hide in Plain Sight: At 8th Level, a Shadow can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a Shadow can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Shadow Jump:
At 9th level, a Shadow 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. A Shadow can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every five levels higher than 10th, the distance a Shadow can jump each day doubles (40 feet at 14th and 80 feet at 19th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment
Ebon Eyes
At 10th level, a Shadow gains the ability to see through magical darkness as if permanently under the effects of the Ebon Eyes spell.
Improved Evasion:
This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Shadow does not gain the benefit of improved evasion.
Spell List:
0 Level Spells: Ghost Sound, Detect Poison, Detect Magic, Prestidigitation, Minor Disguise, Message, Mage Hand
1st Level Spells: Critical Strike, Obscuring Mist, Disguise Self, Obscure Object, Undetectable Alignment, Ventriloquism, Distract Assailant,
Silent Portal, Sniper's Shot, Incite, Remove Scent, Shock and Awe
2nd Level Spells: Amplify, Iron Silence, Know Vulnerabilities, Invisibility,Swift, Marked Object, Phantom Foe, Veil of Shadow, Fog Cloud,
See Invisibility, Blur, Invisibility, Mirror Image, Misdirection, Alter Self, Knock, Rope Trick, Whispering Wind
3rd Level Spells: Dispel Magic, Nondetection, Suggestion, Displacement, Invisibility Sphere, Blink, Fly, Haste, Keen Edge, Scrying
4th Level Spells: Detect Scrying, Dimension Door, Invisibility Greater, Neutralize Poison, Shadow Conjuration, Zone of Silence, Dimensional
Anchor, Solid Fog
5th Level Spells: False Vision, Mind Fog, Mislead, Shadow Evocation, Shadow Walk, Teleport, Feeblemind, Symbol of Sleep, Interposing Hand,
Overland Flight, Passwall, Telekinesis, Blink Greater
6th Level Spells: Eyebite, Project Image, True Seeing, Veil, Flesh to Stone, Shadowy Grappler, Dirge, Symphonic Nightmare
Update Log:
Version 1.01
Added Update Log
1/2 Sneak Attack changed to Full.
Added Ebon Eyes.
Changed Fast Healing 5 for Shadow Safeguard to Fast Healing 1-9.
Changed Hide in Plain Sight to Level 8.
Added Skill List.
Changed Darkvision to level 6.
Reformatted so there are no random breaks.
The Shadow:
*Insert Picture*
The target cautiously walked down the corridor. His footsteps were the only things that broke the silence. He looks back quickly, sees nothing. He turns back forward. sees nothing. He continues walking and sees a shoe in a shadow. He begins to frantically stumble backwards as if he had seen a ghost. From behind, a dagger sinks into the man's heart. A hooded figure walks over to the shoe and places it back on his left foot.
---Last Moment's of a Shadow's target.
The Shadow is a stealthy trouble-making scoundrel. They rely on the shadows for their strength. Without shadows, they are nothing. They make quick thought-out strikes to eliminate their enemies. In the above Anecdote, a Shadow plans his strike by placing his shoe in a shadow, giving the appearance that he was hiding in that shadow, while he waiting invisible in a different one. As the target stumbled back, the Shadow prepared to strike, giving him a swift, clean kill. A Shadow knows how to infiltrate and hide in any situation. They use their quick wits to fool guards as they slip past. To aid them, they use clever illusions and magical tricks. Their arcane ability is one of their many tools that they have at their disposal.
Making a Shadow:
Abilities: Strength is good to have for damage output, but Dexterity seems to take higher priority, being the main source of stealth without higher level spells. Constitution is always good to have, since a d6 hit die makes them rather squishy. Intelligence is definitely a must have because the Shadow relys on it for spells and Shadow Stride ability.
Race: Shadows can be from any race, although they seem to be more prominent among the Grey Elves due to their nimble bodies and quick wits.
Alignment: Any non-lawful
Starting Gold: As Rogue
Hit Die: D6
{table=head]Level|Base attack|Fort|Ref|Will|Special|0 lv|1st|2nd|3rd|4th|5th|6th
1st|+0|+0|+2|+2|Spells;Sneak Attack +1d6|2||||||
2nd|+1|+0|+3|+3|Low-Light Vision|3|0|||||
3rd|+2|+1|+3|+3|Sneak Attack +2d6|3|1|||||
4th|+3|+1|+4|+4|Shadow's Stride; Shadow Safeguard 1|3|2|0||||
5th|+3|+1|+4|+4|Sneak Attack +3d6;Evasion|3|3|1||||
6th|+4|+2|+5|+5|Darkvision; Shadow Safeguard 2|3|3|2||||
7th|+5|+2|+5|+5|Sneak Attack +4d6|3|3|2|0|||
8th|+6/+1|+2|+6|+6|Hide in Plain Sight;Shadow Safeguard 3|3|3|3|1|||
9th|+6/+1|+3|+6|+6|Shadow Jump 20/day; Sneak Attack +5d6; Shadow Safeguard 4|3|3|3|2|||
10th|+7/+2|+3|+7|+7|Ebon Eyes|3|3|3|2|0||
11th|+8/+3|+3|+7|+7|Sneak Attack +6d6|3|3|3|3|1||
12th|+9/+4|+4|+8|+8|Shadow's Safeguard 5|3|3|3|3|2||
13th|+9/+4|+4|+8|+8|Sneak Attack +7d6|3|3|3|3|2|0|
14th|+10/+5|+4|+9|+9|Shadow Jump 40/day;Shadow Safeguard 6|4|3|3|3|3|1|
15th|+11/+6/+1|+5|+9|+9|Sneak Attack +8d6; |4|4|3|3|3|2|
16th|+12/+7/+2|+5|+10|+10|Improved Evasion;Shadow Safeguard 7|4|4|4|3|3|2|0
17th|+12/+7/+2|+5|+10|+10|Sneak Attack +9d6|4|4|4|4|3|3|1
18th|+13/+8/+3|+6|+11|+11|Shadow Safeguard 8|4|4|4|4|4|3|2
19th|+14/+9/+4|+6|+11|+11|Shadow Jump 80/day; Sneak Attack +10d6|4|4|4|4|4|4|3
20th|+15/+10/+5|+6|+12|+12|Shadow Safeguard 9|4|4|4|4|4|4|4
[/table]
Skill Points: 6+Int (x4 at 1st Level)
Skill List: Concentration(Con), Craft(Int), Disable Device(Int), Disguise(Cha), Escape Artist(Dex), Hide(Dex), Knowledge[Local](Int), Listen(Wis), Move Silenty(Dex), Open Lock(Dex), Perform(Cha), Profession(Wis), Search(Int), Spellcraft(Int), Spot(Wis), Use Magic Device(Cha), Use Rope(Dex)
Spells Known
{table=head]Class Level|1st|2nd|3rd|4th|5th|6th
1|4||||||
2|5|2|||||
3|6|3|||||
4|6|3|2||||
5|6|3|3||||
6|6|3|3||||
7|6|3|4|2|||
8|6|3|4|3|||
9|6|3|4|3|||
10|6|3|4|4|2||
11|6|3|4|4|3||
12|6|3|4|4|3||
13|6|3|4|4|4|2|
14|6|3|4|4|4|3|
15|6|5|4|4|4|3|
16|6|5|5|4|4|4|2
17|6|5|5|5|4|4|3
18|6|5|5|5|5|4|3
19|6|5|5|5|5|5|4
20|6|5|5|5|5|5|5
[/table]
Class Features:The following are Class Features for a shadow
Weapon and Armor Proficiency: Shadows are proficient with light armor but not shields. They are also proficient with all simple weapons, rapiers, short swords, scimitars, and longswords.
Spells: A Shadow casts arcane spells, which are drawn from the Shadow spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a bard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Shadows spell is 10 + the spell level + the Shadow's Intelligence modifier. Like other spellcasters, a Shadow can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Shadow. In addition, he receives bonus spells per day if he has a high Intelligence score. When Table: The Shadow indicates that the Shadow gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The Shadows selection of spells is extremely limited. A Shadow begins play knowing four 0-level spells of your choice. At most new Shadow levels, he gains one or more new spells, as indicated on Table: The Shadow. (Unlike spells per day, the number of spells a Shadow knows is not affected by his Intelligence score; the numbers on Table: Spells Known are fixed.)
As noted above, a Shadow need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spells level.
Sneak Attack:
If a Shadow 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 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 flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Shadow levels there after. 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. 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 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 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.
Low-light Vision:
A young Shadow can see in the smallest amount of light, as long as there is still light. At 2nd Level, A Shadow gains Low-light Vision. She can now see twice as far as a normal character in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Shadow's Stride:
A Shadow is a master of stealth. They learn to disappear into thin air at a moments notice. At 4th Level, a Shadow gains the Invisibily, Swift as a spell-like ability 3/day+Intelligence Modifier.
In order to use this ability, a Shadow cannot be flat-footed and must be within 10 feet of a shadow other than their own.
Shadow's Safeguard:
The Shadow learns to take refuge in the shadows. At 4th Level, while in the safety of the shadows, the Shadow gains Fast Healing 1 for as long as she remains in the shadows. This ability improves every two levels thereafter (2 at 6th, 3 at 8th, etc.)
Evasion:
At 5th level and higher, a Shadow can avoid even magical and unusual 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 Shadow is wearing light armor or no armor. A helpless Shadow does not gain the benefit of Evasion.
Darkvision:
At 6th level, a Shadow can see in the dark as though she were permanently under the effect of a darkvision spell. Gaining this ability does not take Low-light vision away from a Shadow.
Hide in Plain Sight: At 8th Level, a Shadow can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a Shadow can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Shadow Jump:
At 9th level, a Shadow 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. A Shadow can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every five levels higher than 10th, the distance a Shadow can jump each day doubles (40 feet at 14th and 80 feet at 19th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment
Ebon Eyes
At 10th level, a Shadow gains the ability to see through magical darkness as if permanently under the effects of the Ebon Eyes spell.
Improved Evasion:
This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Shadow does not gain the benefit of improved evasion.
Spell List:
0 Level Spells: Ghost Sound, Detect Poison, Detect Magic, Prestidigitation, Minor Disguise, Message, Mage Hand
1st Level Spells: Critical Strike, Obscuring Mist, Disguise Self, Obscure Object, Undetectable Alignment, Ventriloquism, Distract Assailant,
Silent Portal, Sniper's Shot, Incite, Remove Scent, Shock and Awe
2nd Level Spells: Amplify, Iron Silence, Know Vulnerabilities, Invisibility,Swift, Marked Object, Phantom Foe, Veil of Shadow, Fog Cloud,
See Invisibility, Blur, Invisibility, Mirror Image, Misdirection, Alter Self, Knock, Rope Trick, Whispering Wind
3rd Level Spells: Dispel Magic, Nondetection, Suggestion, Displacement, Invisibility Sphere, Blink, Fly, Haste, Keen Edge, Scrying
4th Level Spells: Detect Scrying, Dimension Door, Invisibility Greater, Neutralize Poison, Shadow Conjuration, Zone of Silence, Dimensional
Anchor, Solid Fog
5th Level Spells: False Vision, Mind Fog, Mislead, Shadow Evocation, Shadow Walk, Teleport, Feeblemind, Symbol of Sleep, Interposing Hand,
Overland Flight, Passwall, Telekinesis, Blink Greater
6th Level Spells: Eyebite, Project Image, True Seeing, Veil, Flesh to Stone, Shadowy Grappler, Dirge, Symphonic Nightmare
Update Log:
Version 1.01
Added Update Log
1/2 Sneak Attack changed to Full.
Added Ebon Eyes.
Changed Fast Healing 5 for Shadow Safeguard to Fast Healing 1-9.
Changed Hide in Plain Sight to Level 8.
Added Skill List.
Changed Darkvision to level 6.
Reformatted so there are no random breaks.