Shadow Walker (3.5e Class)
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When someone who is reborn as a shadow walker dies, their body disintegrates and is sent to the shadow plane, where they undergo excruciating pain as their body and mind are altered. Eventually they return the same as before, but somehow different
Making a Shadow walker
Starting Gold: you keep everything you had on you when you died, including gold
|Saving Throws||Special||shadow abilities per 8 hour rest|
|1st||+0||+0||+2||+0||Sneak Attack +1d6, Trapfinding||1|
|3rd||+2||+1||+3||+1||shadow companion, Evasion||2|
|5th||+3||+1||+4||+1||shadow armor, Sneak Attack +2d6||3|
|6th||+4||+2||+5||+2||shadow cloak, Trap Sense +1||4|
|7th||+5||+2||+5||+2||Shadow Dagger Shot||5|
|8th||+6/+1||+2||+6||+2||Sneak Attack 3d6||6|
|9th||+6/+1||+3||+6||+3||Sneak Attack +4d6, Trap Sense +2||6|
|11th||+8/+3||+3||+7||+3||Shadow sword, Sneak Attack +5d6||7|
|12th||+9/+4||+4||+8||+4||Trap Sense +3||7|
|13th||+9/+4||+4||+8||+4||Sneak Attack +6d6, Special Ability||8|
|15th||+11/+6/+1||+5||+9||+5||Sneak Attack +7d6, Trap Sense +4||9|
|17th||+12/+7/+2||+5||+10||+5||Sneak Attack +8d6||10|
|18th||+13/+8/+3||+6||+11||+6||Trap Sense +5||11|
|19th||+14/+9/+4||+6||+11||+6||Sneak Attack +9d6, Special Ability||12|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Shadow walker.
Shadow body: shadow walker's body grow as time goes
lvl 1: the walker's eyes adapt to all darkness.(perfect dark vision 120 ft.,
lvl 14: the walker's blood is but a shadow of what it was. (resistance to poison and paralyze)
When a shadow walker dies, their body is sent back to the shadow plane until they are summoned by someone. they are summoned by writing their name on a piece of leather and burning it at midnight.
the shadow walker calls on a shadow that take on a life of its own. the are bound to the walker and will fight and die for them. If the companion is killed it takes 4 hours to come back to the world of the living.
Pick a form of a raven, bat, cat, tiny viper, or weasel the shadow companion takes the stats from the regular version of its form, but with a +3 to its ac
Weapon and Armor Proficiency: shadow walkers are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Powers of the Shadows:
Shadowrope: this allows the shadow walker to make shadows in to rope used like a rope of climbing, the length is determined as 30ft +5 ft for each level
Shadow dagger shot: The shadow walker creates daggers from shadow to be thrown at the enemy. 3 daggers are created and flung each dealing 1d4 piercing or slashing damage (3d4)
Shadow armor: shadows run up the shadow walker body and forms armor to protect them. when the armor is on them they gain +3 ac and are immune to knock back. the armor can be made and removed at will and takes a full action to equip, and requires concentration
Shadow Sword: the shadow walker uses shadows to increase the length of a dagger to that of a long sword, adding +2 on damage and to hit
shadow cloak: the shadow walker can make a cloak that will cover his face in shadows and his cloths are like shadows themselves. with this on the walker gets a +3 to hide, move silently, and slight of hand.
Sneak Attack: If a 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 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 rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a 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 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 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 rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): A 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 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 rogue level required to flank the character.
Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.
Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Feat: A rogue may gain a bonus feat in place of a special ability.
the only way for a shadow walker to loss their powers is for them to for willing not use them. they can regain them at any point they must meditate for 24 hours.
Shadow Walker Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a shadow walker
Religion: shadow walkers don't follow gods most the time. but if they do it is most the time a dark or evil god.
Other Classes: most holy classes see shadow walkers as evil magic users. rogues see them as a danger to their role in life seeing them as cheaters.
Combat: it depends on the person as they make good front liners or great backstabbers
Shadow walker in the World
|“||< The power is not evil it is the person that is evil >||”|
|—< drake shadowstalker>, <human> < shadow walker>|
Daily Life: most shadow walker live normal life's if they so chose to. Most hide their power from other and are the best of thieves.
Notables: drake shadowstalker
Organizations: shadow walkers don't gather most of the time, but sometimes they will teach each other.
NPC Reactions: most see it as evil magic but with time can come to trust them
Shadow walker Lore
Characters with ranks in knowledge the planes can research shadow walker to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||shadow walkers control shadows|
|10||most shadow walker life normal lives.|
|15||shadow walker can't loss their powers by any means by one|
|20||shadows don't die when they look to be slain.|
shadow walkers in the Game
Adaptation: shadow walkers can be
Sample Encounter: .
EL : .