Shadow Rogue (3.5e Class)
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Description: A Shadow Rogue feels at home in the darkness, shadows, and otherwise "sketchy" environments. Often found consorting with rogues, mischievous bards, and other scoundrels, shadow rogues fit in well as a sneaky addition to most adventuring parties. As Shadow Rogues tend to favor chaos, and neutrality, it is uncommon to find them in the service of an ideal (good, neutral or evil) as a spy or scout, as you might find a rogue, most shadow rogue are True Neutral but truly shine when they are good. Often adventuring for wealth, or perhaps just for the fun of it, these rogues can come from any walk of life; from fallen nobles, to common street beggars. Masters of their art, few are ever actually caught and sent to prison, and even fewer actually can be kept in the walls.
Characteristics: A Shadow Rogue can effectively serve his party as both a ranged striker, and a melee striker. Having too few hit points to remain in melee combat for long, most step into combat, deliver serious damage, and then retreat back to a safe distance.
Races:Halflings are perhaps the most common Shadow Rogue race, but Humans, Elves, and Half-Elves also can make fairly effective Shadow Rogues. Half-Orcs can create an unusually effective melee Shadow Rogue, but are often not intelligent enough to compete with others. Dwarves, and their cousins, Gnomes, are typically ill-suited for a Shadow Rogue.
Making a Shadow Rogue
Abilities:As a typical Rogue, Shadow Rogues rely most heavily on Dexterity. Intelligence is also important for skill points and Clever Strike, and depending on your chosen play style, Charisma or Strength might also be a useful investment. Constitution and Wisdom are traditionally the lower stats of a Shadow Rogue.
Starting Age: Simple
Starting Gold: As Rogue (6d8x10 (125 gp))
All of the following are class features of the Shadow Rogue.
Weapon and Armor Proficiency: Shadow Rogue are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Shadow Rogues are proficient with light armor, but not with shields.
Sneak Attack: If a Shadow Rogue 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 Shadow Rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Shadow Rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three Shadow Rogue levels thereafter.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a Shadow Rogue 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.
A Shadow Rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Shadow Rogue 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 Shadow Rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Shadow Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. A shadow rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A shadow rogue can use Disable Device to disarm magic traps.
Evasion (Ex): At 2nd level and higher, a shadow rogue 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, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless shadow rogue does not gain the benefit of evasion. Furthermore, A shadow rogue of 12th level or higher may take this opportunity to use a shadow slide and leave the area of effect, assuming it is within the range of their standard slide, should they choose (ie. A 14th level shadow rogue who successfully avoids a Fireball Spell may jump to the outer edge of the blast, as a free immediate action, because the maximum range of his jump is 55 feet, and the diameter of the fireball is only 40 feet. He may also jump to the side of a 100' line of lightning, but as 100' is further than his maximum jump, he may not jump to the end of the line of lightning. He may not jump to another point within the area of effect under any condition. He may also choose to stay within the area of effect and still take no damage, should he wish.).
See in Darkness (Su): At 2nd level Shadow Rogue can see in darkness of any sort, even magical darkness. (20 feet, +5 feet every 5 levels starting at 5th level)
Shadow's Stealth (Su): At 2nd level Shadow Rogue gains the ability to meld with the shadows. He gains a +4 bonus to all hide and move silently checks, gainings an additional 2+(1/2 his level rounded down) bonus if he is in the shadows. If a Shadow Rogue is caught in an antimagic field it will instead act as the stealthy feat.
Uncanny Dodge (Ex): Starting at 3rd level, a shadow rogue 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, she still loses her Dexterity bonus to AC if immobilized.
Clever Strike (Ex): At 3rd level a Shadow Rogue may choose to add half their Intelligence modifier (Rounded up) to any attack and damage made with the following weapons: any light weapon, rapier, whip, bow, crossbow, scimitar or spiked chain . This bonus can also be applied to thrown weapons. A shadow rogue with a negative Intelligence modifier may choose to not use this only after succeeding a DC 15 Intelligence check. This check need only be made once per lifetime.
Shadow Servant (Sp): At 3rd level a Shadow Rogue can summon a servant from the shadows. This functions as unseen servant, except the servant may turn on and off it's invisibility as a swift action. This servant is made out of solidified shadows, and looks like a faceless butler/maid of any humanoid race. It has no range how far it can be from the Shadow Rogue who summoned it, but only 1 may exist at a time. It has the ability to shadow walk, and has a mental link to the Shadow Rogue who summoned it. It can "speak" using ghost sound, its level of speech depends on the Shadow Rogue that summoned it.
Shadow's Spawn (Sp): At 4th level a Shadow Rogue becomes able to summon shadow spawn. Shadow spawn are creatures made of pure shadow, making them incorporeal to everyone except a Shadow Rogue and other incorporeal beings, but also fragile, causing them to have 2/3 the health of a normal summon (unless already incorporeal, or if they have less than 10 hp originally it becomes a -1 hp penalty). If they are summoned in the Plane of Shadow, they will be twice as strong as normal (all stats and damage are doubled). If the summon is ride-able, only a Shadow Rogue or other incorporeal beings may ride them. She unlocks the next level of summons every 4 levels after 4th (8th, 12th, 16th, and 20th). She can summon 1+(current max summon level unlocked)-(level of the summon) for a minimum of 1 summon. (ie at level 20 you can have, at any given time, 5 level 1 summons, 4 level 2 summons, 3 level 3 summons, 2 level 4 summons, or 1 level 5 summon). These summons can be summoned and dismissed as a swift action, but you may not summon a replacement for 2 turns after dismissal or 4 turns after the death of the summon. Summons last indefinitely in darkness and at night, but only last 1 hour in daylight, 5 hours in anything dimmer than daylight light, and blinding light dissipates them.
- Level 4 Summons: Giant Constrictor Snake, Viper (Huge), Dire Wolf, Babau, Xill, Lillend, Greater Shadow
Darkness (Sp): At 5th level a Shadow Rogue can use darkness, as a spell-like ability, a number of times per day equal to 1/5 his ECL (1/day level 5-9, 2/day level 10-14, 3/day level 15-19, 4/day level 20).
Daylight (Sp): At 5th level a Shadow Rogue can use daylight, as a spell-like ability, a number of times per day equal to 1/5 his ECL (1/day level 5-9, 2/day level 10-14, 3/day level 15-19, 4/day level 20).
Shadow's Echo (Sp): At 5th level, a Shadow Rogue can reach into the plane of shadow and toy with the figments of sound, creating audio where there was none in the real world. This power functions in all ways like the ghost sound spell.
The Twilight Crossroad (Ex): At 5th level a Shadow Rogue must choose one of two paths of combat. He must stick to this path, and cannot change it, after it has been chosen. She also gains the run and combat expertise feats, regardless of the path chosen. A Shadow Rogue gains these feats even if she doesn't meet the prerequisites.
- Path of the Twin Blades: A Shadow Rogue of this path gains proficiency with duel wielding combat, she gains two-weapon fighting feat. At 8th level, she may use two dawn/dusk blades, or one of each.
- Path of the Grand Blade: A Shadow Rogue of this path gain proficiency with two-handed blades, she gains power attack feat. At 8th level, her dawn/dusk blades gain 1' reach and may look like any two-handed blade of her choosing (default is a claymore).
Shadow Step (Sp): At 6th level, a Shadow Rogue can use dimension slide as a spell-like ability at will. This works just like the psionic power(Standard action, range equal to base movement +25'+5'/level), except that you must start and end in a shadow conceivably large enough for your character and what ever he/she is with to fit through (ie. A Half-orc shadow rogue could not expect to jump into or out of the shadow cast by a common house cat, unless the lighting was just so). You can start in your own shadow and end in someone else s. It is equally possible to dive into a moving shadow(like one cast by a galloping horse), or come out of a moving shadow. It is up to the DM to discern the appropriate check for such an event(Failing such a check would imply that you "missed" the shadow, and therefore remain standing where the shadow was. It is impossible to "miss" the exit shadow.). Should an acceptable shadow not be within range, You are shunted to nearest shadow that is acceptable, taking d6 damage per 100' moved. The shadow rogue may also travel between the shadow plane and material plane at will. At 12th level a shadow rogue gets Improved Shadow Step. This functions as Shadow Step, but takes only a Move-Action, as opposed to a Standard Action. A person using shadow step may stay under for 30 seconds (when not in combat), while improved shadow step allows for 30 seconds/2 levels (when not in combat) for a max of 300 seconds (5 minutes).
Cloaked in Shadows (Sp): At 6th level, a Shadow Rogue can use disguise self as a spell-like ability at will. This works exactly like the glamer. At 15th level, a this ability improves into Made of Shadows. This functions as the disuise self spell still, except now a Shadow Rogue can make phantom armor/clothing. This phantom armor/clothing looks and feels as if real, but gives neither AC bonuses nor penalties. Any armor/clothing already being worn, is hidden under the phantom armor/clothing.
Shadow Stash (Sp): At 6th level, a Shadow Rogue may open a hole to the plane of shadow where she can store items and and minions for later use (standard action). She can recover objects and summons placed in the portal while the power is still active, or by casting another shadow store later. The portal remains opened until closed by a Shadow Rogue, stays stationary to where you cast it, and the storage is infinite. Only nonliving objects, undead, and Shadow Rouges may pass through the hole unharmed, any living creature or object (thats not a Shadow Rogue) will start taking 10% of their HD as necrotic damage per round. Any creature that dies because of this spell, is either turned into a shadow or greater shadow depending on a d20 roll (1-14 is a shadow, and 15-20 is a greater shadow). The shadow created is always under the shadow rogues control. There is no limit on the hd or number of creatures a shadow rogue may control.
Fleeting Shadow (Sp): At 7th level, a Shadow Rogue gains the ability to pass without a trace and freely move around at will. This takes a standard action to activate and lasts for 30 mins/level. This functions as both pass without a trace and freedom of movement spells, and may be cast on allies too, but only lasts for half the time on them (15 mins/level).
Shadow Strike (Sp): As an attack action, a 7th level Shadow Rogue can hit somebody with a bolt of solid shadow. A shadow strike has short range, strikes as a ranged touch attack, and deals cold damage equal to (1d6 for every 2 ECL) and may be used as part of a sneak attack. Feats and abilities such as Two-Weapon Fighting and Rapid Shot that grant extra attacks do not grant extra uses of this ability. She may use this ability a number of times per day equal to half her ECL. The shadow rogue may also to choose to make a melee touch attack with this attack. In this instance a shadowy claw appears on the users hand and deals 1d3 damage per ECL. Using Shadow Claw does not count against uses of Shadow Strike per day, however, once the daily allotment of Shadow Strike has been used, Shadow Claw may not be used. Shadow Claw likewise deals cold damage, and qualifies as a light weapon, so it can be used for weapon finesse and Clever Strike (unlike Shadow Strike, which does not). At level 13 a shadow rogue gets Improved Shadow Strike, which functions as Shadow Strike, but the damage dice turns to d8, and the Shadow Rogue can, at her option, choose to deal force damage instead of cold. Shadow Claw improves to a d6.
Improved Uncanny Dodge (Ex): A Shadow Rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more Shadow Rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Shadow Rogue level required to flank the character.
Dawn Blade (Su): Naturally, shadows cannot exist without illumination, and at higher levels a good-aligned shadow rogue gains the ability to create a special weapon, the Dawn Blade. A neutral shadow rouge can create both Dawn Blades and Dusk Blades. A shadow rogue may make two Dawn Blades if they have two-weapon fighting. To do this, he must have at least partial illumination(the light of a torch, or even 0 level light spell will suffice). With a flourish of his hands he grabs a piece of the lit room, and breaks it off into a blade. He automatically has proficiency with this light weapon. A Dawn Blade has a reach of 5' and deals 2d4 (+2d4 per two Class above 8 Levels max 10d4) slashing damage and may additionally be thrown like Shadow Strike up to 100ft or shot from a a bow. A Dawn Blade threatens a critical on a 17-20 and has a critical multiplier of ×2. Dawn Blades have a range increment of 10', and melt 1 round after they hit a target, or the ground, assuming they have not been picked up by the wielder. Dawn Blades also instantly dissipate the effects of any darkness spell, whether cast by the shadow rogue, an ally, or an enemy. Furthermore, they can also provide light as if light had been cast on a standard weapon. This cannot be suppressed until the Dawn Blade as been dropped or thrown(and subsequently melted). Dawn Blades will only function for their creator; if someone else tries to touch one it loses it's solid nature and returns to particles of light, thereby losing all their abilities. As a Dawn Blade wielder, you may choose one of the following special properties at levels 11, 14, 17 & 20. Each special property chosen counts as +1 toward the magical bonus of the total enchantment bonus of the weapon max bonus is +4 (+5 at the 30th level for an Epic Shadow Rouge). The special properties may be taken in any order:
- Explosive Light: As a move action, the wielder of a Dawn Blade can enhance any nearby light, causing all within 30' to make a Fortitude save (DC 10 + ½ character level + Dex modifier) or be blinded for 3 rounds. Creatures with light sensitivity take a -4 penalty to their save and are permanently blinded if they fail the save. If they pass, light-sensitive creatures are dazzled for three rounds.
- Absorption: As an immediate action, you may make an attack against any ray fired at you. If your attack roll beats the attack roll used to hit you, your blade absorbs the ray and the next successful hit made with the blade deals 1d8 damage, rather than 1d6. On a confirmed critical hit any Dawn Blade augmented with an absorbed ray deals 2d8, rather than 2d6 or 1d8+1d6. You may absorb an infinite number of rays with this effect, but the damage dice never increases more than 1(In essence, the ray is simply negated).
- Blinding Offense: Enemies count as flat-footed against any attacks you make with your Dawn Blades.
- Refraction: If and only if the Shadow Rogue has taken "Absorbtion" as a special property, they may choose to "refract" the ray cast, and increase the damage dice of one character's weapon within 30 feet, rather than increasing the damage of their own attack. This effect can only be cast onto melee or ranged weapons, and only lasts for one successful hit.
- Prism Splash: As a standard action, a Shadow rogue may use his Dawn Blade(s) to cast Scintillating Pattern once per day, however the duration is instantaneous. Prism Splash may only be taken if the Shadow Rogue has taken Explosive Light at a previous level.
- Handy Halo: A shadow rogue may keep their Dawn Blade from encounter to encounter. Normally, a Dawn Blade dissipates 1 minute after leaving combat, but with "Handy Halo" a Dawn Blade remains for a number of days equal to levels of Shadow Rogue. Furthermore, a Dawn Blade with "Handy Halo" will return to the shadow rogue's hand after being thrown. Outside of combat, the glow of a Handy Halo Dawn Blade can be suppressed and activated as free actions at will. When the light feature is suppressed, the Dawn Blade looks like a dull gray shadow.
Dusk Blade (Su): While some Shadow Rouges learn the duality of light and darkness, others focus solely on the later. At higher levels an evil-aligned shadow rogue gains the ability to create a special weapon, the Dusk Blade. A neutral Shadow Rogue can create both Dawn Blades and Dusk Blades. A Shadow Rogue with two weapon fighting may make two Dusk Blades. A shadow rouge can make a dusk blade only at dusk. To do this, the Shadow Rogue reaches into the shadows while looking towards the setting sun and pulls the dusk blade out from nothingness. The shadow rogue must be able to see the sun setting in order to create a dusk blade. The dusk blade lasts for 24 hours, after which it dissipates into the shadows. He automatically has proficiency with this light weapon. A Dusk Blade has a reach of 5' and deals 1d8 (+1d8 per two Class above 8 Levels max 5d8) slashing damage and may additionally be thrown like Shadow Strike up to 100ft or shot from a a bow. A Dusk Blade threatens a critical on a 19-20 and has a critical multiplier of ×3. Dusk Blades have a range increment of 10', and dissipate 1 round after they hit a target, or the ground, assuming they have not been picked up by the wielder. Dusk Blades also instantly dissipate the effects of any light spell, whether cast by the shadow rogue, an ally, or an enemy. Furthermore, they are surrounded by a magical darkness and the true shape of the weapon cannot be seen. Dusk Blades will only function for their creator; if someone else tries to touch one it loses it's solid nature and returns to nothingness, thereby losing all their abilities. As a Dusk Blade wielder, you may choose one of the following special properties at levels 11, 14, 17 & 20. Each special property chosen counts as +1 toward the magical bonus of the total enchantment bonus of the weapon max bonus is +4 (+5 at the 30th level for an Epic Shadow Rouge). The special properties may be taken in any order:
- Terrifying Darkness: As a move action, the wielder of a Dusk Blade can enhance any nearby shadow, causing all within 10' of any part of the shadow to make a will save (DC 10 + ½ character level + Wis modifier) or become panicked. If they pass the save, they are shaken for one round.
- Dispersion: As an immediate action, you may make an attack against any ray fired at you. If your attack roll beats the attack roll used to hit you, your blade destroys the ray and all creatures within 15ft take 2d6 damage.
- Hidden Defense: The Shadow rogue is covered in darkness when wielding the Dusk Blade, giving a +2 AC modifier.
- Clouded Mind: Once per day as a standard action, a Shadow Rogue may use his Dusk Blade to darken and cloud his own mind, protecting him from mind-affecting spells and abilities for 10 minutes. In addition, when holding their Dusk Blade, a Shadow Rogue cannot be scryed upon.
- Paralyzing Dusk: Once per day as a standard action, a Shadow rogue may use his Dusk Blade to cast Ghoul Touch.
- Pocket Penumbra: A shadow rogue may keep their Dusk Blade from encounter to encounter. Normally, a Dusk Blade dissipates after one day, but with "Pocket Penumbra" a Dusk Blade remains for a number of days equal to one plus the Shadow Rogue's Charisma modifier. Furthermore, a Dusk Blade with "Pocket Penumbra" will return to the shadow rogue's hand after being thrown. In addition, while in the Pocket Penumbra, a Shadow Rouge may choose to stop the dusk blade from sapping light outside of combat.
With Shadow's Grace (Ex): At 9th level, a Shadow Rogue becomes a graceful blur gaining the mobility and spring attack feats. A Shadow Rogue gains these feats even if she doesn't meet the prerequisites.
Rogue's Charm (Ex): At 9th level, a Shadow Rogue seems to have an almost magical way with words. She gains the persuasive and negotiator feats. She may also take a standard action to increase her bluff chance even more, this functions effectively as glibness. Only work on creature of the shadow.
Creeping Shadows (Sp): At 9th level, a Shadow Rogue can cause a target to be slowly engulfed by their own shadow. This inflicts them with ever increasing necrotic pain for 6 rounds. The subject takes 1d6 cumulative points of damage per round (ie, 1d6 on the first, 2d6 on the second, 3d6 on the third and so on). Only one fortitude save (DC 15 + Wis Mod) is allowed against the power, and if successful it halves the damage in each round (only a 20 stops it). If they die due to this they become a shadow under the control of the Shadow Rogue. If the target rolls 3 consecutive 6s in a row, they die and become a greater shadow under the Shadow Rogue's control. There is no limit on the hd or number of creatures a shadow rogue may control.
Shadow's Curse (Sp): At 9th level, a Shadow Rogue can curse a target, or relieve a target of a curse at will. This functions as both bestow curse and remove curse spells, and each takes a standard action to use. The target may attempt a Will save (DC 15 + 1/2 Wis Mod) to resist the curse.
Down The Twilight Path (Ex): At 10th level, a Shadow Rogue advances down her chosen path, becoming more adept in her skills with a blade(s). She also gains fleet of foot and combat reflexes feats, regardless of her path. A Shadow Rogue gains these feats even if she doesn't meet the prerequisites.
- Path of the Twin Blades: A Shadow Rogue becomes more adept at duel wielding combat, she gains the greater two-weapon fighting feat. If she is using two of the same dawn/dusk blades, she instead has only a -5 penalty to her extra attacks.
- Path of the Grand Blade:A Shadow Rogue becomes more adept with two-handed blades, she gains the cleave feat. Any dawn blade she makes will now roll 2d6 (+2d6 per two Class above 8 Levels max 10d6) to determine slashing damage, likewise, any dusk blade she makes will now roll 1d12 (+1d12 per two Class above 8 Levels max 5d12) to determine slashing damage.
Shadow's Terror (Sp): At 10th level, a Shadow Rogue can pull from the essence of shadow to horrify and frighten her enemies. Any creature that fails a will save is frightened for 1 round/level (10 rounds minimum).
Continuous Shadows (Su): At 11th level, Darkness follows a Shadow Rogue's every movement, her presence causes shadow to emanate anywhere she goes. While a Shadow Rogue has this power active you emit darkness in a 30 foot radius. This functions like a darkness spell centered on the Shadow Rogue. She may suppress or activate this ability as a swift action.
Any light spell of equal or greater level suppresses this powers effect. Continual shadow dispels and counters any light spell of lower level.
Concealed in Shadows (Su): At 11th level, a Shadow Rogue becomes hard to discern from the shadows. She gains the self-concealment feat in low light (1d10 needs to roll a 1), if in normal light the dodge is brought down to 5% (2d10 both need to roll a 1), if in bright/blinding light no dodge chance, and if in darkness the dodge is buffed to 20% (1d10 need to roll a 1 or 2), if in pitch black the dodge is buffed to 40% (1d10 need to roll between a 1 and 4).
Clinging Shadows (Sp): At 12th level, a Shadow Rogue can call forth shadows that grab and pull at anything that moves through the area she designates, that's not herself. This can be cast as a standard action, and lasts for 1 round/level (12 rounds minimum). Any creature in the area or that enters the affected area on it's turn must make a reflex save or become immobilized. Any creature that begins its round immobilized may attempt a reflex save to end the condition. Attempting a reflex save takes a full-round action. If a creature succeeds on its reflex save to break free, it must succeed on another reflex save at the beginning of its next turn or succumb to the shadows again.
Shadow Body (Sp): At 13th level, a Shadow Rogue's body can be molded like a shadow, allowing her to morph into anybody or anything she wants, vocal cords included (ie she can mimic voices). The transformation works both as the polymorph and alter self spells, but it only lasts for 10 min/level if the new form is within 1 size category, otherwise the duration is halved.
A Shadow Rogue retains all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack). She also keeps all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels. And she gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.
Shadow's Horde (Su): At 14th level, a Shadow Rogue can claim her victims' souls for the horde. Any enemy killed by her will become a shadow, any enemy killed with a critical hit (that's not a natural 20) will become a spectre, and any enemy killed with a natural 20 becomes a greater shadow. Any enemy killed by this ability is under the shadow rogues control. If he lands the killing blow, this will always work (target isn't allowed a Will save), otherwise the target may roll a Will save (DC 15 +1/2 Wis Mod). There is no limit on the hd or number of creaures, undead included, that the shadow rogue may control.
This ability will work on any creature with a soul (except undead), but doesn't work in an antimagic field. Any undead hit three times (every 3 hits) by a Shadow Rogue must make a Will save (DC 15 +Wis Mod). If they fail the Will save, they fall under her control.
Mastery of The Twilight Path (Ex): At 15th level, a Shadow Rogue has Mastered her chosen path, mastering her skills with a blade(s). She also gains epic speed and improved combat reflexes feats, regardless of her path. A Shadow Rogue gains these feats even if she doesn't meet the prerequisites.
- Path of the Twin Blades: A Shadow Rogue becomes a master at duel wielding combat, she gains the perfect two-weapon fighting feat. If she is using two of the same dawn/dusk blades, her penalty turns into a bonus ((Dexterity+Strength)/10)-10 (always count as a positive number). She may only use both dawn and dusk blades if she is neutrally aligned.
- Path of the Grand Blade: A Shadow Rogue becomes a master with two-hand blades, she gains the great cleave feat. If she is using a dawn/dusk blade, she can take 1 minute (1 turn in combat) to change her dawn/dusk blade to the other form. She can only do this once until the new dawn/dusk (sunrise/sunset) occurs, and doing so provokes an attack of opportunity. If she is not neutral, when she changes the dawn/dusk blade to one against her alignment, it causes her to take 2d10 of initial backlash damage +1d10 of backlash damage per turn (1d10 per minute out of combat) so long as she has it. If she discards or throws the blade she will stop taking backlash damage.
Every Shadow is a Doorway (Sp): at 17th level, a Shadow Rogue gains the ability to use walk through the paths of shadows. This ability counts as shadow walk, but a Shadow Rogue will always know exactly where she is and how far she's gone while shadow walking. Unwilling or unaware targets receive a Will saving throw, DC 10 + 1/2 Shadow Rogue's HD + his Int modifier, to negate this effect. When a Shadow Rogue uses this skill on only herself, she can travel twice as fast while shadow walking (100 miles per hour), and it becomes a move action to use instead of a standard action.
Shadow Form (Sp): At 18th level, a Shadow Rouge can become a being of pure shadows at will, gaining the incorporeal subtype when active. This can be done through a standard action, and lasts for up to 6 hours, every 12 hours (you have a total of 6 hours to use up over time, and this refreshes every 12 hours at dawn and dusk). This ability will also turn any armor and weapons she has incorporeal as well, and the incorporeal dodge chance stacks with the dodge chance gained from Concealed in Shadows while active (maxes at 75% dodge, 1d4 fails if 1 is rolled). In addition a Shadow Rouge's type permanently changes to Outsider (extraplanar). If a Shadow Rouge is subject to a dismissal or banishment spell she returns to the Plane of Shadow.
This change makes it difficult for a Shadow Rouge to be raised if she dies. Like all non-native outsiders only a limited wish, wish, miracle or true resurrection will return a Shadow Rouge back to life, exception being self-reviving abilities (ie Shadowy Rebirth).
Improved Shadow's Horde (Su): At 19th level, a Shadow Rogue can claim her victims' souls for the horde. Any enemy killed by her becomes a wraith, any enemy killed by a critical hit (that's not a natural 20) becomes a dread wraith, and any enemy killed with a natural 20 becomes a shadow of the void. Any enemy killed by this ability is under the shadow rogues control. If he lands the killing blow, this will always work (target isn't allowed a Will save), otherwise the target may roll a Will save (DC 15 +1/2 Wis Mod). There is no limit on the hd or number of creaures, undead included, that the shadow rogue may control.
This ability will work on any creature with a soul (except undead), but doesn't work in an antimagic field. Any undead hit three times (every 3 hits) by a Shadow Rogue must make a Will save (Dc 15 +Wis Mod). If they fail the Will save, they respawn under her control.
Shadowy Rebirth (Ex): At 20th level, if a Shadow Rogue is ever slain, her body dissipates into shadows within one round and begins reforming on the Plane of Shadow. The reforming takes 1 full day to complete. In the meantime, the rogue's senses travel within the shadows, allowing her to spy events from any place with a shadow, including moving ones. A Shadow Rogue's ability to reform is determined by how many shadow lives she has, she gains 1 at the start of every week (max 5). If a Shadow Rogue is out of shadow lives, she must wait until she next gains one to reform.
Epic Shadow Rogue
|22nd||Sneak Attack +8d6, Shadow's Stealth +11, Duel Paths|
|24th||Shadow's Stealth +12|
|25th||Sneak Attack +9d6, Duel Paths|
|26th||Shadow's Stealth +13|
|28th||Sneak Attack +10d6, Shadow's Stealth +14, Duel Paths|
|30th||Dawn/Dusk Blade +5, Shadow's Stealth +15, Duel Paths Mastery|
8 + Int modifier skill points per level.
Duel Paths (Ex): At 22nd, 25th, and 28th levels a Shadow Rogue can learn the path they did not chose, however, she cannot use the benefits of both at the same time until 30th level. Until then, she must chose which path she will use each dawn/dusk (sunrise/sunset).
Weapons: Dagger and Rapier.
Armor: Leather Armor.
Skill Selection: Pick a number of skills equal to 8 + Int modifier.
|Sleight of Hand||4||Dex||—|
Feat: Two-Weapon Fighting.
Bonus Feats: Improved Initiative.
Gear: 50 feet of silk rope, backpack, water skin, flint and steel, 1 day of trail rations, bedroll, hooded lantern, 4 pints of oil, thieves' tools.
Gold: 41 gp.
Playing a Shadow Rogue
Religion: Olidammara, being the typical god of rogues, is the most common deity of Shadow Rogues. However, atheism is also common amongst Shadow Rogues. It is incredibly uncommon for any Shadow Rogue to worship a deity that is lawfully aligned.
Other Classes: Shadow Rogues deal well with other scoundrels, namely bards and rogues. Due to their chaotic tendencies they often don't get along astoundingly well with clerics and paladins, however in an adventuring party anything can happen.
Combat: Taking the role of a striker, Shadow Rogues often shadow jump into combat to deliver staggering amounts of damage. However, a shadow rogue can do equally well as a ranged fighter standing in the second rank.
Advancement: Shadow Rogues are a specialized bunch, so multi-classing is often unlikely, as are prestige classes.
Shadow Rogues in the World
|“||Afraid of the dark? You probably should be.||”|
|—Johann Tordak, Human Shadow Rogue|
Daily Life: Shadow Rogues spend their days, or more accurately their nights, roaming the streets. Burglary, murder, and racketeering are more like badges of honor than criminal convictions. However, the best shadow rogues live comfortably and totally under the radar of local authorities.
Notables: Belrock "'Ole Badgerface" Rubynak, a halfling shadow rogue, is considered to be the father of modern shadow rogues. He perfected the art of the ideal shadow step, and perfected the technique used to harness beams of light as offensive weapons. Before him, shadow steps were largely inaccurate, and light blades had a better chance of hurting the user than the target.
Organizations: Shadow rogues consort with typical thieves guilds, but as a large group of shadow rogues often draws the attention of local police, most thieves' guilds have only one teacher and a few students, if that.
NPC Reactions: Unless a NPC has seen a shadow rogue preform a shadow step or a shadow strike they are likely to just think of them as a typical rogue. After witnessing such a feat; however, a great respect, and a bit of fear, develops.
Shadow Rogue Lore
Characters with ranks in some appropriate skill can research shadow rogues to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||The shadows are a good place to wait for a shadow rogue.|
|10||The shadows are a good, but dangerous, place to wait for a shadow rogue.|
|15||Shadow rogues can control shadows.|
|20||Shadow rogues of a high enough level are capable of fierce damage in both the light and the shadows.|