- Reworded the Ambusher ability to try and clarify a little. You can only qualify with Hands now, not Hands and Sneak attack combined, since the latter was broken rather badly as it turns out (especially using PTK)
- Reworded Ambusher Advanced so it made sense!
- Removed the +1/Hand bonus from Ambusher Perfect ability since it was a bit silly, added the immunity addendum for creatures exempt from the flat-footed condition.
- Removed erroneous AoO statement from Move Through Darkness.
- Reworded the Bonus Ambush Feat entry to come in line with changes to Ambusher.
- Added the 'single target proviso' to Predator's Gaze.
- Expanded Commit to Shadows slightly to explain where the target ends up, how you can determine valid targets, and made it 3/day to avoid over-population of the Shadow plane!
The Shadow Hand Hit Dice: D6
Skills:Concentration 9 ranks, Hide 9 ranks, Disable device 6 ranks, Open Lock 6 ranks, Sleight of Hand 6 ranks
Special:Mind's Eye class ability, Sneak Attack +1D6 (or similar precision based bonus damage, at DM discretion)
1st|+0|+0|+2|+2|TK Affinity, Mind Drain, Ambusher (Adept)|
2nd|+1|+0|+3|+3|+1D6 Sneak Attack, Move Through Darkness|
3rd|+2|+1|+3|+3|Bonus Ambush Feat, Far Trick|
4th|+3|+1|+4|+4|Ambusher (Advanced), Larceny Focus|
5th|+3|+1|+4|+4|+2D6 Sneak Attack, Helping Hand|
6th|+4|+2|+5|+5|Bonus Ambush Feat, Far Trick|
7th|+5|+2|+5|+5|Ambusher (Superior), Dark Highway|
8th|+6|+2|+6|+6|+3D6 Sneak Attack, Predator's Gaze|
9th|+6|+3|+6|+6|Bonus Ambush Feat, Far Trick|
10th|+7|+3|+7|+7|Ambusher (Perfect), Commit to Shadows|
Class Skills 6(+Int):
The Shadow Hand's class skills (and the key ability for each skill) are; Auto Hypnosis (Con), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (Dungeoneering)(Int), Knowledge (Psionics)(Int), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Search (Int), Sleight of hand (Dex), Spot(Wis), Tumble(Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).
TK Affinity [Su]
Shadow Hand class levels stack with Telekineticist levels for the purposes of calculating your total number of Hands, and for save DCs, Telekinetic range and other effects relying on your Telekineticist levels. This does not give you access to new Hand abilities however, it only applies to abilities you have already aquired.
Mind Drain [Ex]
At 1st level you gain the Mind Drain ambush feat (complete scoundrel pg 79) for free. You need not meet the requirements.
Beginning at 1st level, the Shadow Hand may use Hands in substitution of sneak attack dice to qualify for and use Ambush feats. You must have at least 2 Hands available for every 1D6 sneak attack required to meet the requirements of an ambush feat (so an ambush feat requiring 4D6 sneak attack would require you to have 8 available hands). To use any ambush feat, you must invest this same number of Hands into the attack you make, and these Hands give no other benefit to the attack (so an ambush feat requiring you sacrifice 3D6 sneak attack to use would require the use of 6 Hands). This replaces the sneak attack dice requirements for qualifying and using ambush feats, but you may still sacrifice Sneak attack dice to use an ambush feat if you so wish (however, you may not combine sneak attack dice and Hands to use an ambush feat, it must be one or the other). Furthermore, the Shadow Hand gains a unique ability at 1st, 4th, 7th and 10th levels as listed below:
You may supress the display/s of your Hand abilities with a successful Concentration check, DC 15+(1 per Hand used in the ability). You must make a separate check for every ability you use.
Any weapon used with TK Fighting may deal Sneak Attack damage as if you were wielding it normally, so long as the target is vulnerable to them. You may now apply your Sneak Attack to your Force Blasts, as long as the target is denied their Dexterity to AC and within 30ft of you.
You may perform a full round's worth of actions in a surprise round. Furthermore, whenever you successfully attack a foe whilst using an ambush feat, you may make an immediate hide check at a -10 penalty to conceal your location from them. You gain a +1 bonus to this check for every 5 points of damage you inflict with the attack.
Whenever you successfully attack an opponent from hiding, you may attempt to disorient your foe and make them believe the attack came from an impossible angle. Roll a Bluff check opposed by the foe's Sense Motive, if you win, the opponent is flat footed until the end of your next turn. Creatures exempt from the flat-footed condition are not affected by this.
Sneak Attack [Ex]
At 2nd level, you deal an extra 1D6 points of damage when you are flanking an opponent or at any time when the target would be denied it's Dexterity bonus. The extra damage dealt by your sneak attack increases to 2D6 at 5th level and to 3D6 at 8th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.
Move Through Darkness [Su]
From 2nd level onwards, whenever you are in shadowy (or darker) illumination you may shift up to 10ft/class level in any direction as a move action. This movement does not provoke attacks of opportunity, but you must end this movement in a place of shadowy (or darker) illumination. This requires the use of 1 Hand/10ft moved.
Bonus Ambush Feat [Ex]
At 3rd level, then again at 6th & 9th levels, you gain a bonus ambush feat. You must still meet the requirements for this feat, but such must be done with your number of available Hands, not sneak attack dice (as described above in Ambusher).
Far Trick [Su]
At 3rd level, then again at 6th & 9th levels, you gain the next ability along for Far Trick as if you had gained sufficient levels in Telekineticist. If you don't have Far Trick already, you gain it's first ability in the Telekineticist class list. If you already have all 4 levels of Far Trick and you gain this feature (from this, or any other class), you gain a bonus skill trick instead.
Larceny Focus [Su]
At 4th level you begin to better understand how to use certains skills at range with your Hands. Whenever you use Mental Strength to make a Disable Device, Open Lock or Sleight of Hand check, you may invest additional Hands for a +2/Hand bonus to the check (maximum number of Hands equal to Shadow Hand class level).
Helping Hand [Su]
At 5th level the Shadow Hand has developed his capability with Mental Strength and ambush tactics to an advanced degree. You may now use a Hand to perform the 'Aid Another' action anywhere within your TK range. Additionally, once per turn as an immediate action, you may invest any number of Hands up to your Shadow Hand class level in another creature or player's attack to give that attack the effects of one of your ambush feats (as per the Ambush ability above) as long as the struck creature is flat footed, flanked or otherwise denied their Dexterity bonus to AC. Any Hands used in either way are considered used until the end of the assisted creature or player's turn.
Dark Highway [Sp]
At 7th level you gain a deeper understanding of your movement through shadows. 1/day as a full round action, you may initiate travel through the plane of shadow as if using the Shadow Walk spell (with one distinct difference, see below) with a caster level equal to your character level. To bring other creatures along, you must succeed with a ranged touch attack and invest 1 Hand/traveller, these Hands are considered used until the end of the effect.
Additionally, the distance travelled with Move Through Darkness increases to 20ft/class level at a cost of 1 Hand/20ft travelled.
Predator's Gaze [Su]
At 8th level, whenever you use your Mind's Eye ability you may designate a single creature you detect as your target. For the duration of the encounter, you and all willing allies are instantly aware of the space that creature occupies (whether they can actually see it or not) and gain an insight bonus to hit and damage that creature equal to your Charisma modifier. Only one such creature may be targeted by this effect at any time. If you target a creature whilst another target is still affected by your Pedator's Gaze, then the effect moves to the new target instead. Henceforth, your Mind's Eye ability only requires a standard action to activate.
Commit to Shadows [Su]
At 10th level you gain the truly incredible ability to send an opponent spiralling into the plane of shadow. 3/day as a full round action you may make a single ranged touch attack against any opponent to send them directly into the plane of shadow as if they have just been affected by a Banishment spell or similar. The creature is deposited in a random location on the plane of shadow (DM's choice basically). There is no save for this effect, but you must use at least 1 Hand/HD the target creature has to affect that creature (you instinctively know whether you have enough Hands to affect a creature with this ability before you activate it).