Shadow Knife (3.5e Class)

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Shadow Knife
Rating: 18.5 out of 20
Power: 4.5 out of 5
Wording: 4.5 out of 5
Formatting: 4.5 out of 5
Flavor: 5 out of 5
(Rate this class)
Status: done
Editing: Constructive edits welcome

Shadow Knife[edit]

Shadow Knives tend to stay "back of the bus" and use their Hide/Move Silently skills to their advantage, and shadow jump make this all the easier to pick off their prey slowly while the fighter takes all the aggro off of them.

Making a Shadow Knife[edit]

Shadow Knives are born, and most newbies tend to seek out others like themselves in order to train, however due to the rarity of their kind, the most accomplished tend to hear debuts of the lessers first, and may seek them out instead

Abilities: Dex is the most important score, followed by Wis and Con, for the many required concentration checks, and because who doesn't want more HP?

Races: Humans mostly, meeting the high skills necessary, halflings as well find the life of a shadow knife quite comforting.

Alignment: Any.

Starting Gold: starting gold; 6d10x10gp, avg 300

Starting Age: As a rogue.

Table: The Shadow Knife
Hit Die: d8

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +2 +0 Attune, Materialize
2nd +2 +3 +3 +0 Point Blank Shot, Attuned Specialty
3rd +3 +3 +3 +1 Precise Shot, Shadow Jump
4th +4 +4 +4 +1 Weapon Specialization (Dagger), Enhance +1
5th +5 +4 +4 +1 Shadow Knife
6th +6/+1 +5 +5 +2 Shadow Jump 2 + Wis Modifier a day
7th +7/+2 +5 +5 +2
8th +8/+3 +6 +6 +2 Enhance +2 Greater Weapon Focus
9th +9/+4 +6 +6 +3 Greater Shadow Jump
10th +10/+5 +7 +7 +3 Improved Shadow Knife
11th +11/+6/+1 +7 +7 +3 Greater Attuning Specialty
12th +12/+7/+2 +8 +8 +4 Greater Weapon Specialization (Dagger), Greater Shadow Jump 3 + Wis Modifier/hour, Enhance +3
13th +13/+8/+3 +8 +8 +4
14th +14/+9/+4 +9 +9 +4
15th +15/+10/+5 +9 +9 +5 Master Shadow Jumper, Greater Shadow Knife
16th +16/+11/+6/+1 +10 +10 +5 Enhance +4
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +6
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6 Enhance +5, Perfect Shadow Knife

Class Skills (6 + Int modifier per level; ×4 at 1st level)
Balance, Bluff, Climb, Concentration, Craft (any), Diplomacy, Escape Artist, Gather Information, Hide, Jump, Listen, Move Silently, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope

Class Features[edit]

All of the following are class features of the Shadow Knife.

Weapon and Armor Proficiency: Shadow Knives are proficient with all simple and thrown weapons, the shortsword, the longsword, the shortbow and light armor.

-Special- The Shadow Knives abilities only work if wearing light or no armor, and if carrying no more than a medium load.

Attune:(Ex) - At first level, a Shadow Knife is able to attune 2 weapons to themselves, giving him the Materialize ability. Attune is a permanent ability that may only be used twice in the Shadow Knives lifetime, once for each weapon. Both weapons must be masterwork and can only have abilities on it that doesn't increase its attack or damage. All abilities for the weapons function only in the Shadow Knives hands.

Materialize: (Ex) - After the weapons have been attuned, as long the weapons are within 120 feet of the Shadow Knife, the weapons location is automatically known to the Shadow Knife, and he may attempt to Materialize (DC 10 Concentration check) them in his hands as a free action that doesn't provoke attacks of opportunity. At higher levels, he may use this ability to greater affect (see Attuned Specialty.) Should the attuned weapons ever be broken, destroyed, or lost, the Shadow Knife can, as a full-round action, attempt to Materialize them (DC 20 Concentration check), in his hands and in full repair. This does, however, provoke attacks of opportunity that may disrupt the process (see Concentration rules)

Attuned Specialty: (Ex) - At 2nd level, with the attuned weapons and only these weapons, the Shadow Knife takes no penalties for fighting with a weapon in both hands. In addition, as long as the Shadow Knife has at least one attuned weapon in hand, he gains a +2 morale bonus to AC, attack and damage. These bonuses begin as soon as the weapon comes into hand, and apply for 1d4 rounds after letting go of the weapon. Should the weapon come back into hand before the time is up, the bonuses are retained. He automatically gains the Improved Two-Weapon Fighting feat at 6th level, and Greater Two-Weapon Fighting at 11th.

-Special- He may materialize the weapons in his hands after throwing them at an opponent using his dex modifier to attack with, immediately retaining the bonuses. He may throw them as normal, and they reappear after either hitting or missing the target. This gives him the ability to take an extra attack at his highest BAB as per two-weapon fighting, with all bonuses included.


Shadow Jump: (Su) - At 3rd level and higher, the Shadow Knife gains the Shadow Jump ability and can use it as many times per day up to his Wis modifier. As long as the Shadow Knife is within reaching distance of a shadow, he may "jump" from shadow to shadow, provided he has at least one daily use of his shadow jump. These shadows cannot be any further than 60 feet apart, and jumping is considered a standard action.

Enhance: (Ex) - At 4th level and every 4 levels beyond (8th,12th,16th etc) The shadow knife gains a +1 enhancement bonus on his attuned weapons. This may be a straight +1, or may be chosen from the list of weapon enhancements suitable for that weapon as shown in the DMG. These abilities are interchangeable, so long as the following conditions are met.

- The weapon must have a +1 enhancement bonus.-

- The Shadow Knife concentrates on his weapons and how important they are to his lifestyle for at least 2 hours. Should his concentration be broken, he must refocus himself for another 20 minutes before he can attempt to change the enhancements again. -

- The Shadow Knife may also change out 2 of the enhancement bonuses for a +2 bonus, 3 for a +3, etc; so long as the weapons maintain a +1 enhancement bonus. -

Shadow Knife: (Su) - At 5th level, the Shadow Knives true abilities bear fruit. Upon entering a shadow, the shadow knife becomes invisible along with his equipment and gear, provided he moves no more than 5ft a round, stays within the limit of the shadow and the shadow is large enough to completely cover his body. This ability stays active even if the Shadow Knife attacks, but only as long as he passes a DC 12 concentration check to stay invisible. Should the shadow be dispelled, through a light source, the Shadow Knife is entitled a DC 15 Reflex save to jump to another shadow, consuming a use of his Shadow Jump ability. He maintains the use of his invisibility through a Shadow Jump, as long as no other actions are taken. Should the Shadow Knife be harmed while invisible, he must make a Concentration check (DC 20) to stay invisible. The Shadow Knife also gains darkvision of 30ft and low-light vision 60ft. He also gains the Evasion ability, but only while in the confines of a shadow. Should anything he is touching drop, it instantly becomes visible. Should he grab it, it instantly becomes invisible again.


Greater Shadow Jump: (Su) - At 9th level, the Shadow Knife greatly improves his ability to jump between the shadows, turning this action into a move action, and can be used as long as the Shadow Knife is within 5ft of a shadow, does not necessarily need to be touching the shadow. Can still only be used on his turn, and the distance between the shadows must be no longer than 90 feet, and can now be used as many times per hour up to your Wis modifier +3.

Improved Shadow Knife: (Su) - At 10th level, the requirements for staying invisible lessen to moving 15ft a round and staying within the limits of the shadow. The shadow no longer needs to be large enough to cover him, so long as a shadow is present. The Shadow Knives darkvision also improves to 60 feet, and low-light vision out to 120 feet, and gains the benefit of the Uncanny Dodge ability, but only within the confines of a shadow. Strength over shadows is a wonderful thing, and so is the ability to cast Darkness, as per the spell 3x a day as caster his level. He also gains the ability to see through magical darkness as if it were simple shadows, nothing more.

Greater Attuned Specialty: (Ex) - At 11th level, these bonuses increase to +4/+4/+4 when wielding atleast one of the weapons. Also, the weapons gain the incorporeal subtype, allowing them to bypass non-magical and natural armor, but not magical enhancements or deflection bonuses.

Master Shadow Jumper: (Su) - At 15th level, the Shadow Knives abilities to slide between shadows reaches its pinnacle. The Shadow Knife can now jump through shadows an indefinite amount of times with a restriction of only twice per round, with the distance between the shadows limited only by line of sight.

Greater Shadow Knife: (Su) - At 15th level the Shadow Knife all but disappears inside of a shadow. He becomes both invisible and incorporeal, with the inclusion of his equipment and his gear. His darkvision increase to 60ft, and now has low-light vision at his normal vision's range. So strong is his power over the shadows that he can cast Darkness 10x day, and Deeper Darkness 3x day, and gains the benefit of Improved Evasion as long as he is inside a shadow.

Perfect Shadow Knife: (Su) - At 20th level, the Shadow Knife now may take any actions inside of the shadow, including full-round actions, and stay both invisible and incorporeal. Should anything he touch drop from his hands while hidden, it remains hidden for 1d4 rounds, or until the Shadow Knife touches it again. This ability now functions even if the Shadow Knife becomes unconscious, paralyzed or helpless for any reason as long as he stays within the confines of the shadow. He also gains the benefit of Improved Uncanny Dodge, as long as he is inside a shadow.

Epic Shadow Knife[edit]

Table: The Epic Shadow Knife

Hit Die: d8

Level Special
21st Attuned Mastery, Enhance +6
22nd Bonus Feat
23rd
24th Bonus Feat, Enhance +7
25th
26th Bonus Feat
27th Enhance +8
28th Bonus Feat
29th
30th Bonus Feat Enhance +9

6 + Int modifier skill points per level.

Enhance Increases at 21st level, and every 3 levels thereafter, allowing the user to choose abilities up to epic levels and beyond.

Attuned Mastery At 21st level, these bonuses increase to +6/+6 when wielding one weapon, or +8/+8/+6 when wielding both.

Bonus Feats: The epic Shadow Knife gains a bonus feat every other level, starting at 22nd.

Epic Shadow Knife Bonus Feat List: Any.

Harks, Human Shadow Knife Starting Package[edit]

Weapons: 2x Dagger (1d4 damage, 19-20 critical).

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con
Escape Artist 4 Dex -2
Gather Information 4 Cha
Hide 4 Dex -2
Listen 4 Wis
Move Silently 4 Dex -2
Search 4 Int
Spot 4 Wis
Tumble 4 Dex -2

Feat: Weapon Finesse (dagger). Bonus Feat Weapon Focus (dagger)

Gear: Chain Shirt, 10 torches, sunrod.

Gold: 150.

Campaign Information[edit]

Playing a Shadow Knife[edit]

Religion: Typically uninterested in religion, as it restricts the actions and infringes on personalities

Other Classes: Gets along well with most other classes except paladins, being as they might see their tactics as sneaky and underhanded.

Combat: Usually stays in the back, throwing knives, daggers, and other objects at opponents. Can get up close and fight, but tends not to due to the lack of armor and hit points.


Shadow Knives in the World[edit]

First in, last out. Strike from the shadows, and leave your enemies blind to your movements, but not to their fate.
—Fell, Elf Shadow Knife to apprentice

Most Shadow Knives serve under kings and lords as assassins, although many have been known to take the mercenary path, to pursue untold riches and adventures.

Daily Life: <-day in the life of a character of this class->.

Notables: Jo-abdul, Master Shadow Knife who is rumored to have fought off a family of red dragons single-handed.

Organizations: Shadow Knives don't usually assemble together, although if done is usually in broad daylight, in a pub or at a marketplace. No known guild, groups or formal associations exist, although is not to uncommon to see one traveling with a bard, as most if not all Shadow Knives love music.

NPC Reactions: Paladins consider non-lawful Shadow Knives to be the same as rogues, while seeing lawfuls as as bit of a mystery, and most other classes see them as glorified assassins.

Shadow Knife Lore[edit]

Bards are pretty much the only people who can disassociate Shadow Knives from assassins, and know the differences with a successful bardic knowledge check. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Bardic Knowledge Check
DC Result
15 A rare breed, Shadow Knives aren't well known, even in history, no well-known Shadow Knives exist
20 Shadow Knives of all kinds love music, even go so far as to revere it for it mystical properties.
25 Shadow Knives have the ability to hide in darkness, at times even become invisible.
30 Shadow Knives are one with their weapons, some even go so far as to worship them.



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