Shadowdancer Variant (3.5e Prestige Class)
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Hit Die: d8.
To qualify to become a shadowdancer, a character must fulfill all the following criteria.
The shadowdancer’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
|Fort Save||Ref Save||Will Save||Special|
|1st||+0||+0||+2||+0||Hide in plain sight, Poison use, shadow jump 20 ft.|
|2nd||+1||+0||+3||+0||Darkvision, sneak attack +1d6|
|3rd||+2||+1||+3||+1||Opportunist, shadow jump 40 ft.|
|4th||+3||+1||+4||+1||Slippery Mind, Improved Evasion|
|5th||+3||+1||+4||+1||Shadow jump 80 ft., sneak attack +2d6|
|7th||+5||+2||+5||+2||Shadow jump 160 ft.|
|8th||+6/+1||+2||+6||+2||Sneak Attack +3d6|
|9th||+6/+1||+3||+5||+3||Shadow jump 320 ft.|
|10th||+7/+2||+3||+7||+3||Improved Uncanny Dodge|
All of the following are features of the shadowdancer prestige class.
Weapon and Armor Proficiency: Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, heavy mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields.
Hide in Plain Sight (Su): A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Poison Use: Shadowdancers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Shadow Jump (Su): At 1st level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell as a swift action. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 40 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 1st, the distance a shadowdancer can jump each day doubles. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
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.
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.
Slippery Mind (Ex): At 4th level, if a shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell’s effects occur normally.
Improved Evasion (Ex): This ability, gained at 4th level, works like evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw.
Defensive Roll (Ex): Starting at 6th level, once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC=damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can’t attempt a defensive roll.
Improved Uncanny Dodge (Ex): A shadowdancer of 10th 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.