Shadowhunter (3.5e Template)
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Shadowhunters are creatures who have been mutated into the ultimate hunters through intense exposure to the plane of shadow and other fell means, transmogrifying them into an apex predator.
Creating a Shadowhunter
"Shadowhunter" is an acquired template that can be applied to any fey, humanoid, or monstrous humanoid creature of medium size or smaller (referred to hereafter as the "base creature"). A shadowhunter uses all of the base creature's statistics and special abilities except as noted here.
Size and Type
The base creature's type does not change. It gains the shadow subtype.
As the base creature ×1½.
Touch of Shadows (Su): A shadowhunter of 7 or more HD can issue forth a shadowy mist that eerily surges towards its victim. This attack duplicates the effect of an enervation spell, except that the shadowhunter's effective caster level for the effect is equal to his HD and it only drains 1d3 negative level rather than 1d4. The shadowhunter must be in shadowy or darker illumination in order to invoke their Touch of Shadows.
Alternatively, the shadowhunter can choose to use this power on themselves. If they do so, they instead gain the benefits similar to those of a heal spell, immediately ending any and all of the following adverse conditions affecting them: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also grants them fast healing 2 (or increases any existing fast healing they already possess by 2) for as long as they remain in shadowy or darker illumination. The moment they become exposed to bright light, this healing stops.
Regardless of which technique is used, a shadowhunter may only use this special attack once per day. Upon doing so, they become staggered for one round as they channel the fell energies of the plane of shadows through their bodies. If they are already staggered, they instead become disabled for 1d3 rounds. Because of this, most shadowhunters refrain from using this ability unless they are certain that they will not be left open to attack from their prey.
Darksight (Su): Shadowhunters can see in normal and magical darkness as if it were fully illuminated, even effects such as deeper darkness.
Shadowstalker (Ex): When they hide, creatures with any type of enhanced vision (including but not limited to blindsense, blindsight, darkvision, lifesense, mindsight, scent, or tremorsense) must make a Listen check or a Spot check (whichever DC is higher) to notice the shadowhunter, just as sighted creatures would make Spot checks to detect them. In addition, the shadowhunter can flank creatures that have the all-around vision special quality.
Shadow Blend (Su): In any conditions other than full daylight, a shadowhunter can disappear into the shadows as a swift action, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Shadow Walk (Su): Once per day for every 7 HD they possess, the shadowhunter can use shadow walk as a supernatural ability that only requires a swift action to activate. This ability works exactly as the spell except where noted here.
Slippery Mind (Ex): This ability represents the shadowhunter’s ability to wriggle free from magical effects that would otherwise control or compel them. If a shadowhunter with slippery mind is affected by an enchantment spell or similar effect and fails their saving throw, they can attempt it again 1 round later at the same DC. They only get this one extra chance to succeed on their saving throw.
Shadowhunters undergo numerous changes as their bodies adapt to the fell energies coursing through their veins. As such, they gain the following modifiers to their ability scores: Dex +2, Int +2, Wis +2, and Cha +2.
Same as the base creature, plus Track and Urban Tracking.
Any, though evil alignments tend to be more prevalent than good alignments.