Shade Walker (3.5e Class)
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The Shade Walker[edit]
A Shade Walker is at home with the shadows. Where there are shadows a Shade Walker is bound to have been there before. A Shade Walker gains all his natural abilities by being one with the shadows.
Making a Shade Walker[edit]
“ | I see the state of all of us who live, nothing more than phantoms or weightless shadows. | ” |
—Granzeg, Shadowswyft |
Abilities: Dexterity.
Races: Shade Walkers can be any race, but the races from the Plane of Shadow have a natural affinity for this class.
Alignment: Any non-good.
Starting Gold: 4d4*10 gp (100 gold).
Starting Age: As Rogue.
Class Features[edit]
All of the following is class features of the Shade Walker.
Weapon and Armor Proficiency: Shade Walkers are proficient with all simple and light martial weapons, plus the bolas and shuriken. Shade Walkers are proficient in light armor, but not with shields.
Shadow Caress (Sp): Starting at 1st level and increasing at every 5th level thereafter the Shade Walker can temporarily become one with the shadows restoring some lost health by concentrating. The amount healed is a 1d4, 1d6, 1d8, 1d10,or 1d12 depending on level plus HD.
Bonus Feat: At levels 1, 3, 7 and 9 the Shade Walker gets a bonus feat.
Dark Sense (Ex): Being one with the shadows, the Shade Walker is so accustomed to being surrounded by it's darkness that as long as there is darkness in an area, you have full knowledge of any creatures, living or dead, that occupy this area. This abilities range is a 30 ft radius from the Shade Walker at level 1 and extends to 60 ft at level 7, 90 ft at level 11 and 120 ft at level 19.
Shadow Jump (Su): At 2nd level the Shade Walker gains the ability to travel between two points as if by means of a Dimension Door spell. The only limitation is that the magical transport must begin and end in an area with at least some shadow. A Shade Walker can jump up to a total of 20 feet each day this way; this may be a single jump of 20 feet or two jumps of 10 feet. Every two levels higher than 2nd, the distance a Shade Walker can jump each day doubles ( 40 feet at 4th, 80 feet at 6th, and 160 feet at 8th, etc.) This amount may be split among many jumps but no matter how small any jump smaller than 10 feet counts as a 10-foot increment. (A 6th level Shade Walker who jumps 76 feet cannot jump again until the next day.)
Shadow Strike (Ex): A Shade Walker relies on the shadows to deal extra damage. He deals an Extra 1d6 points of damage on all attacks made, as long as he is within some form of shadow. The extra damage applies only to attacks made during the Shade Walkers turn. This extra damage is increased by 1d6 for ever two levels gained above 2nd. (2d6 at 4th, 3d6 at 6th, 4d6 at 8th, etc.)
Shadows Calling(Sp): Starting at level 3 a Shade Walker has the ability to summon carbon shadow-copies of himself at the price of half his health with a successful concentration check DC of the number of copies being made plus the Shade Walker level. The health may be split up into as many as 1 health per copy or all health to 1 copy in any combination that the Shade Walker desires (2 copies, 1 has 30 health the other has 25). The shadow-copies are half the size of the Shade Walker so therefore they do -2 on attack rolls and half on damage rolls. If the shadow-copy is destroyed the Shade Walker loses all health he bestowed on it, however, if he dismisses a copy all health given is returned. A shadow-copy losses 1 health every minute after being summoned and doubles the health lost every minute. During the time a Shade Walker has at least 1 shadow-copy alive he cannot regain health from anything. Starting at level 6 and increasing by 1 every 3 levels after the Shade Walker becomes so adept at summoning copies that he gains another shadow-copy at the maximum amount of health no matter how many copies he made, this shadow-copy however does not return to him or lose him any amount of health at all if it is destroyed or dismissed.
Shadow Weapon (Su): At 5th level the Shade Walker gains the ability to infuse his weapon with shadowy energy. By focusing for 2 hours and giving up 1 weapon that he is proficient with as a tribute the Shade Walker can make a Shadow Weapon out of it; when the Shade Walker is standing in a shadow that is not his own the weapon cannot be seen while it is in his hands, the weapon also becomes a Unholy weapon and deals an additional 1d4 of unholy damage. (Ex. a Shade Walker makes a +2 Longsword into a +2+1d4 Shadow Longsword) A Keen weapon cannot be made into a Shadow Weapon.
Hide in Plain Sight (Ex): At level 7 Shade Walker can hide from sight, even if he is being closely watched, as long as he is within 10 feet of some form of shadow. A Shade Walker cannot hide in his own shadow.
Shadowy Dodge (Ex): Starting at the 11th level, a Shade Walker 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 his Dexterity bonus to AC if immobilized.
Shadowy Evasion (Ex): At 13th level and higher, a Shade Walker 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 (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Shadowy Evasion can be used only if the Shade Walker is wearing light armor or no armor, however he can use Shadowy Evasion with heavier armor but the successful Reflex save makes him lose his next move action next round. A helpless Shade Walker (such as one who is unconscious or paralyzed) does not gain the benefit of Shadowy Evasion, unless he is standing in a shadow that is not his own.
Honed Shadow Weapon (Su): At 13th level, a Shade Walker gains better control of his shadow infusion. By concentration for 2 hours and giving up the Shade Walkers' Shadow Weapon, the Weapon can be made into a Honed Shadow Weapon doubling the crit range of the weapon, increasing the magical enchantment by 1 and increasing the Unholy damage to 2d6. (Ex. The same +3+1d4 Shadow Long Sword (Crit 19-20x2) was made into a +4+2d6 Honed Shadow Long Sword (Crit 17-20x2).)
Improved Shadowy Dodge (Ex): A Shade Walker of 17th level or higher can no longer be flanked; He can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does. If The Shade walker is standing in a shadow and is flat footed then he retains his Dexterity bonus to AC when immobilized.
Shadow Illusion (Sp): When a Shade Walker gets to the 17th level he can create visual illusions from the surrounding shadows. This ability's effect is identical to that of the arcane spell Silent Image and may be used three times per day.
Shadow Walk (Sp): At 19th level the Shade Walker gains the Ability to use Shadow Walk as a spell like ability three times per day.
Epic Shade Walker[edit]
Level | Special | ||||||||||||||||||||||||||||||||||||||||
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21st | Epic Shadow Weapon, Shadows Calling+5 | ||||||||||||||||||||||||||||||||||||||||
22nd | Shadow Strike(11d6), | ||||||||||||||||||||||||||||||||||||||||
23rd | Bonus Feat | ||||||||||||||||||||||||||||||||||||||||
24th | Shadow Strike(12d6), Shadows Calling+6 | ||||||||||||||||||||||||||||||||||||||||
25th | Shadow Caress(2d8) | ||||||||||||||||||||||||||||||||||||||||
26th | Shadow Strike(13d6), Bonus Feat | ||||||||||||||||||||||||||||||||||||||||
27th | Shadows Calling+7 | ||||||||||||||||||||||||||||||||||||||||
28th | Shadow Strike(14d6) | ||||||||||||||||||||||||||||||||||||||||
29th | Bonus Feat | ||||||||||||||||||||||||||||||||||||||||
30th | Shadow Caress(2d12),Shadow Strike(15d6), Shadows Calling+8 | ||||||||||||||||||||||||||||||||||||||||
4 + Int modifier skill points per level. |
Epic Shadow Weapon (Su): By Concentrating for 10 hours and by giving up the Shade Walkers' Honed Shadow Weapon, the Weapon can be made into a Epic Shadow Weapon retaining the crit range of the weapon, increasing the magical enchantment by 1 and increasing the Unholy Damage to 3d6. (Ex. The same +5+1d4 Honed Shadow Long Sword (crit 17-20x2) becomes +6+3d6 Epic Shadow Long Sword (Crit 17-20x2).
Bonus Feats: At levels 23, 26 and 29 the Epic Shade Walker gains a bonus feat.
Starting Package[edit]
Granzeg the Shadowswyft Shade Walker
Weapons: Dagger.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability |
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Disable Device | 4 | Int |
Escape Artist | 2 | Dex |
Gather Information | 2 | Cha |
Move Silently | 4 | Dex |
Open Lock | 4 | Dex |
Search | 4 | Int |
Sleight of Hand | 4 | Dex |
Feat: Weapon Finesse.
Bonus Feat: Two-Weapon Fighting.
Gear: 2x Dagger, Studded Leather Armor, Thieves’ tools, masterwork, Adventuring Gear.
Gold: 160.
Shade Walker Lore[edit]
Characters with ranks in Knowledge (The Planes) can research Shade Walkers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
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11 | Some beings learn to become one with the shadows and live amongst them. |
16 | Shade Walkers draw upon the Plane of Shadows for their powers and can travel through the Shadows. |
21 | Shade Walkers can draw upon the Plane of Shadows to mend their wounds or harm their foes. |
26 | Shade Walkers infuse their weapon with shadowy energy, making their strikes all the more lethal. |
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