Shadow knife, variant (3.5e Class)
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|Editing:||Constructive edits welcome|
 shadow knife
because this is based on the other one, I'm not going to use any flavor text because you can just click  for that.
 Making a shadow knife
Shadow knives tend to stick to the back of the party, mainly relying on guerrilla tactics.
Abilities: dex is the most important for obvious reasons.str is important for damage. and con is for the concentration checks (and hp).
Races: Humans mostly, meeting the high skills necessary, halflings as well find the life of a shadow knife quite comforting.
Starting Gold: starting gold; 6d10x10gp, avg 300.
Starting Age: simple
|4th||+4||+1||+4||+1||Shadow Jump,Enhance +1|
|5th||+5||+1||+4||+1||Weapon Specialization (Dagger)|
|7th||+7/+2||+2||+5||+2||Shadow Jump 2/day|
|8th||+8/+3||+2||+6||+2||Enhance +2 Greater Weapon Focus|
|9th||+9/+4||+3||+6||+3||Greater Shadow Jump|
|10th||+10/+5||+3||+7||+3||Improved Shadow Knife|
|11th||+11/+6/+1||+3||+7||+3||Greater Attuning Specialty|
|12th||+12/+7/+2||+4||+8||+4||Greater Weapon Specialization (Dagger), Greater Shadow Jump 4/day, Enhance +3|
|15th||+15/+10/+5||+5||+9||+5||Greater Shadow Knife|
|16th||+16/+11/+6/+1||+5||+10||+5||Master Shadow Jumper,Enhance +4|
|20th||+20/+15/+10/+5||+6||+12||+6||Enhance +5, Perfect Shadow Knife|
Class Skills (6 + Int modifier per level; ×4 at 1st level)
 Class Features
All of the following are class features of the shadow knife.
Weapon and Armor Proficiency: Shadow Knives are proficient with light armor, all thrown weapons, the shortsword, longsword and shortbow. -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 the weapons Ghost Touch, as well as 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, can be made out of any material, but MUST be non-magical. All abilities for the weapons function only in a Shadow Knives hands; does not necessarily need to be the owners, however.
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 standard 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 25 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 - At second level the shadow knife may choose between the ambidextrous feat or two-weapon fighting.
Shadow Jump (Su) - At 3rd level and higher, the Shadow Knife gains the Shadow Jump ability 1x/day. 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 his move range apart, and jumping is considered a standard action.
 Epic Shadow knife
6 + Int modifier skill points per level.
 Human Shadow Knife Starting Package
Weapons: 2x Dagger (1d4 damage, 19-20 critical).
Skill Selection: Pick a number of skills equal to 6 + Int modifier.
Feat: Weapon Finesse (dagger). Bonus Feat Weapon Focus (dagger)
Gear: Chain Shirt, 10 torches, sunrod.
 Campaign Information
 Playing a Shadow Knife
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
|“||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
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.
|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.|