Shadow Thief (3.5e Prestige Class)

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Vaults have pretty tight security these days. Too bad, come nightfall, there'll be nothing left to guard.

Becoming a Shadow Thief[edit]

Dexterity and Charisma are vital to the Shadow Thief as means of stealthiness, blending, and battle strategy.

Entry Requirements
Alignment: Any non-lawful.
Skills: Hide 8, Move Silently 8, Sleight of Hand 3, Bluff 5, Diplomacy 5.
Feat: Blind-Fight
Special: Evasion, Sneak Attack +3d6,

Table: The Shadow Thief

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Sneak Attack +1d6, Darkness
2nd +1 +0 +3 +0 Hide in plain sight, Gloomsight
3rd +2 +1 +3 +1 Sneak Attack +2d6, Terrifying Strike
4th +3 +1 +4 +1 Tendrils of Darkness
5th +3 +1 +4 +1 Sneak Attack +3d6
6th +4 +2 +5 +2 Decoy

Class Skills ( 8+ Int modifier per level)
Balance (Dex), Bluff (Cha), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Move Silently (Dex), Open Lock (Dex), Profession(Gambler)(Wis), Sleight of Hand (Dex)


Class Features[edit]

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

Weapon and Armor Proficiency: Shadow Thieves are proficient with all simple and martial weapons.

Sneak Attack: Exactly like the rogue's class ability.

Darkness (Su): At first level, 3/day a Shadow Thief can cast Darkness as a 20th level caster.

Gloomsight: At second level, the Shadow Thief's sight has grown increasingly accustomed to the darkness. He can now see clearly as if it was daylight in darkness of any sort, even magical darkness.

Hide in plain sight (Ex): At second level, a Shadow Thief learns to conceal themselves in the most impossible of situations. They can use the Hide skill even while being observed. As long as they are within 10 feet of any shadow, a Shadow Thief may hide from view in the open without anything to actually hide behind; however, they cannot hide in their own shadow.

Terrifying Strike: At third level, whenever the Shadow Thief successfully sneak attacks, the target must make a Will save, DC 15 + Constitution modifier, or become panicked for 1d6 rounds. If the target succeeds on the save, they become shaken for 1d6 rounds.

Tendrils of Darkness: At fourth level, as a move action, a Shadow Thief's can sacrifice 4 Hit Points to send out a corporeal tendril of darkness from his hand at will. The Hit Points sacrificed do not heal naturally or magically, only by retracting a tendril will restore the Hit Points. Only 4 tendrils can exist at a time. These tendrils should be treated as if he was using his hand at a distance and they can manipulate and hold objects with a 60ft range. The tendrils can perform any action the shadow thief normally could, including skills, lifting heavy objects, and making attacks with weapons, though no more attacks than he could normally make. However, the tendrils can be severed and destroyed, AC 10 + 6 Dodge + Dexterity modifier, and 4 HP. Severing a tendril restores the Shadow Thief's ability to heal the 4 Hit Points sacrificed. If the Shadow Thief performs a skill check that requires precision or close vision such as Disable Device, Escape Artist, Open Lock, and Sleight of Hand, he takes a cumulative -2 per 10ft he is away from the area where the tendrils are performing the skill check.

Decoy: At sixth level, 3/day a Shadow Thief can cast Mirror Image as a 20th level caster.


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