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(1/5)>Comments and criticism are wanted, copied from notepad file so shit formatting >Do you think I should let PCs play this class? Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +0 +2 +2 Sneak attack +1d6, Shadowstep 2nd +2 +0 +3 +3 Shadowskip 3rd +3 +1 +3 +3 Sneak attack +2d6, Bonus Feat 4th +4 +1 +4 +3 Hidden in the Shadows 5th +5 +1 +4 +3 Sneak attack +3d6, Shadowleap 6th +6/+1 +2 +5 +4 Improved Shadowstep 7th +7/+2 +2 +5 +4 Sneak attack +4d6, Bonus Feat 8th +8/+3 +2 +6 +4 Shadowflash 9th +9/+4 +3 +6 +5 Sneak attack +5d6 10th +10/+5 +3 +7 +5 Improved Shadowstep 11th +11/+6/+1 +3 +7 +6 Sneak attack +6d6, Bonus Feat 12th +12/+7/+2 +4 +8 +6 Improved Shadowskip, Shadow Pounce 13th +13/+8/+3 +4 +8 +6 Sneak attack +7d6 14th +14/+9/+4 +4 +9 +7 Improved Shadowleap 15th +15/+10/+5 +5 +9 +7 Sneak attack +8d6, Shadowvision 16th +16/+11/+6/+1 +5 +10 +8 Improved Shadowstep, Improved Shadowflash 17th +17/+12/+7/+2 +5 +10 +8 Sneak attack +9d6 18th +18/+13/+8/+3 +6 +11 +9 Improved Shadow Pounce 19th +19/+14/+9/+4 +6 +11 +9 Sneak attack +10d6, Bonus Feat 20th +20/+15/+10/+5 +6 +12 +9 One with the Shadows Alignment: Any Chaotic Hit Die: d8 Starting wealth: 6d4x10 gp Class Skills Acrobatics, Climb, Disguise, Escape Artist, Heal, Intimidate, Knowledge (Arcana), Knowledge (Local), Knowledge (Planes), Perception, Sense Motive, Sleight of Hand, Stealth, Survival, Swim Skill Ranks per Level: 6 + Int Modifier Weapon and Armour Proficiency Shadowsteppers are proficient with all light weapons, and are proficient with leather armour. If weilding a heavy weapon, wearing medium or heavy armour or a shield, they cannot use any of their shadow abilities.
Anonymous
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(2/5) Sneak attack: If a Shadowstepper 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 Shadowstepper's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Shadowstepper flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 Shadowstepper levels thereafter. Ranged attack can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on acritical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a Shadowstepper 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. The Shadowstepper 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 Shadowstepper can sneak attack while striking a creature with total concealment unlike the rogue. Shadowstep At 1st level, a shadowstepper can use a swift action to teleport up to 30ft, 60ft while in darkness. This swift action must be taken as part of a move, charge, run, or other move action. The shadowstepper must have one hand either free or holding a light weapon in order to use this ability. The shadowstepper can use this ability 1 times a day for every shadowstepper level they have. While shadowstepping in this manner, if you arrive in a space adjacent to an enemy, the shadowstepper counts as having flanked those adjacent enemies for the round for the purpose of sneak attack and attack bonus' to flanking.
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(3/5(6?)) At 6th level, their shadowstep range is increased to 60ft, 120ft while in darkness. After using the ability, the shadowstepper count as if under the effect of the blur spell until their next turn. At 10th level, a shadowstepper can make a full attack if they end their shadowstep in front of an enemy. If they end a shadowstep they used during a step move, they can attack as if they had just charged normally. This counts as a bonus action. They also gain a second swift action with which to use their shadowstep ability. At 16th level, a shadowstepper can shadowstep any number of times equal to twice their shadowstepper level. Shadowskip At 2nd level, a shadowstepper can make a reflex save against any attack targeting them. The save DC is equal to the attack modifier of the attack + 8. This save can be used against spells as well, using the attack modifier for a ranged/melee touch attack and the spells save DC for others. If they fail it by less than five, they take only half of the damage. If they pass it, they can move 5 feet without allowing any oppurtunity attacks, and if they end out of the attacks area of effect (out of the reach of a melee attack, or out of the line of effect of a ranged attacks.) If they pass by five or more, they can move up to 10 feet instead. While the steps can be taken, they will have no effect on spells that specifically target the shadowstepper, however if it is a spell that targets multiple targets that must stay within range of eachother, then they can step out of range of the other targets to prevent the spells casting on them (it is still cast on the other targets) At 12th level the shadowstepper can use one use of their shadowsteps to step the full distance of their shadowstep instead of the 5ft or 10ft step after passing the reflex save. If they use a shadowstep, any type of attack or spell automatically misses the shadowstepper.
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(4/6) Bonus Feats At 3rd level, the shadowstepper gains the Weapon Finesse feat At 7th level, the shadowstepper gains the Skill Focus (Stealth) feat At 11th level, the shadowstepper gains the Combat Reflexes feat Hidden in the Shadows At 4th level, when standing still while in darkness, the shadowstepper appears magically invisible to onlookers. Shadowleap At 5th level, when under partial concealment or better from darkness, as a free action they can teleport to any shadow in their line of sight. An illusory shadow clone perfectly mimicking him stands in their place for 1 round per shadowstepper level or until the shadowstepper reveals themselves. A DC 20 Perception check shows this clone as a false. They can use this ability twice a day for every 5 shadowstepper levels they have. At 10th level, they don't need line of sight to a shadow to use their ability as long as they are not in the line of sight (knowingly or otherwise) of an enemy, they can instead choose a shadow in any place they have seen (not through blindsight) in the last hour in 300 yards. If they do not have line of sight, this takes a standard action instead. In addition, the shadow clone acts more lifelike, breathing like the shadowstepper, and requires a DC 30 Perception check to discover it as fake. At 14th level, a shadowstepper can use a free action instead of a standard action when shadowleaping out of line of sight in long range. The illusion fools magical illusion detection, and appears to all vision except true vision as the real shadowstepper until touched or disturbed, when it shimmers out of existence. In addition, if the shadowstepper plans to reveal themselves, the illusion can pounce out to surprise their enemies.
Anonymous
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(5/6) Shadowflash At 8th level, if an attack or spell would take a shadowleaper to 0 or lower hit points, they can make an additional reflex save with the same DC as the save granted by shadowskip. If they pass this one however, they can teleport away up to a mile. After this teleportation, the shadowstepper is exhausted, and back where they teleported from a trail of shadow leads to the nearest darkness, where for 2d4 rounds the location the shadowstepper teleported to can be seen. At 16th level, the shadowstepper is fatigued instead of exhausted and no trail is left behind by the shadowflash. Shadow Pounce At 12th level, a shadowstepper can perform a full attack action after using shadowstepping if they finish their movement adjacent to an enemy. At 18th level, when using a shadowstep, draw a straight line between the target location and starter location, any enemies along that line take one free attack from the Shadowstepper before he arrives at his destination. Shadowvision The shadowstepper has darkvision 120ft. In addition, while in darkness, the shadowstepper gains blindsight 150ft. One with the Shadows At 20th level, a shadowstepper can see through shadows to see out of another shadow within a mile distance. They can also combine a shadowstep and shadowleap and shadowstep through one shadow and out of another, as if they were blinking normally.
Anonymous
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(6/6) Just some background, this is my first Homebrew anything, I'm using it to create the 'thieves guild' for an adventure I'm doing. Theyll still be used whether they're balanced as PCs or not, I just want to know whether I should allow PCs to be them or not.