Summary: A Master of assassination, they travel the world in search for new and exotic ways to commit murder and get paid for it. Length: 5 levels; minimum level: 6. Contentsshow Master Assassin Master Assassins are extremely good at killing people - that's kind of the point. They sacrifice some Rogue abilities like Trap Sense, the Special Ability, and the massive skill points in order to. 2.4m Followers, 971 Posts. Hi,everyone my name is D. I care about having fun with my followers. My English is terrible, but I want to know people from all over the world^ ^ ㅤ. Complete list of all D&D spells, rulebooks, feats, classes and more! Dungeon Master's Guide Sources Dungeon Master's Guide. What better way to celebrate Dev Update: A Community Musical than with discounts! For a limited time, use code NOTTHROWINGAWAY for 25% off individual books or MYSHOTATLEGENDARY for $170 off the Legendary Bundle!
As such, prestige classes build on the game’s broad range of basic options to represent specialized options and unique training. The first of those specialized options for fifth edition D&D is the rune scribe—a character who masters ancient sigils that embody the fundamental magic of creation. Sign in - Google Accounts - Google Classroom.
From D&D Wiki
- 1.1Becoming a Shadowdancer
- 1.2The Epic Shadowdancer
- 1.3Campaign Information
This is a 15 level prestige class that is meant to be taken by a 5th level rogue who, by the end of this prestige class, will be a 20th level character. For character levels 21st through 30th, a ten level Epic Shadowdancer is included. This is based off of and an edited version of another alternate Shadowdancer located here: http://www.dandwiki.com/wiki/Shadowdancer,_Tome_(3.5e_Prestige_Class)
Becoming a Shadowdancer
Shadowdancers are creepy guys and gals who hang out in the shadows. Occasionally, they jump out of those shadows and stab people in the face. Why? You'd have to ask the specific Shadowdancer.
|Skills:||Hide 8 ranks, Move Silently 8 ranks, Perform (Dance) 5 ranks|
D&d 3 Dmg Prestige Edition
|1st||+0||+0||+2||+0||Hide in Plain Sight, See in Darkness, Shadow Slide|
|2nd||+1||+0||+3||+0||Darkness, Sneak Attack +4d6|
|3rd||+2||+1||+3||+1||Improved Shadow Slide, Shadow Door|
|4th||+3||+1||+4||+1||Shadow Molding, Sneak Attack +5d6, Uncanny Dodge|
|6th||+5||+2||+5||+2||Deeper Darkness, Sneak Attack +6d6|
|7th||+6||+2||+5||+2||Improved Shadow Molding|
|8th||+7||+2||+6||+2||Shadow Servant, Sneak Attack +7d6|
|10th||+9||+3||+7||+3||Defensive Roll, Sneak Attack +8d6|
|12th||+11||+4||+8||+4||Shadow Walk, Sneak Attack 9d6|
|14th||+13||+5||+9||+5||Sneak Attack +10d6|
All of the following are class features of the Shadowdancer. All spell-like abilities or supernatural abilities are cast at either the Shadowdancer's total class level (Shadowdancer + Epic Shadowdancer), or the minimum caster level necessary to cast the equivalant spell, which ever is higher.
Hide in Plain Sight (Ex): At 1st level, a shadowdancer can use the Hide skill even when being observed.
See in Darkness (Ex): At 1st level, a shadowdancer can see in darkness of any sort, even magical darkness.
Shadow Slide (Sp): At 1st level, a shadowdancer can use dimension slide as a spell-like ability 1/day per character level. This works just like the psionic power, except that you must start and end in a shadow. You can start in your own shadow and end in someone else's.
At 3rd level, you can do this as a move action (Improved Shadow Slide). Pass opts to create dmg npm.
Darkness (Su): At 2nd level, the shadowdancer can use darkness as a spell-like ability 1/day. The shadowdancer can do this an additional time per day for every 2 class levels (2/day at 4th level, 3/day at 6th level, etc.).
Sneak Attack : This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, 10th, etc.). If a shadowdancer gets a sneak attack bonus from another source, the bonuses on damage stack.
Shadow Door (Sp): At 3rd level, the shadowdancer gains the ability to use dimension door as a spell-like ability 1/day. The shadowdancer can do this an additional time per day for every 3 class levels (2/day at 6th level, 3/day at 9th level, etc.). As with Shadow Slide, she must start and end in a shadow.
Shadow Molding (Su): At 4th level the shadowdancer has gained such extraordinary manipulation over shadows that they can literally grab up the stuff of Shadow and mold it into a useful item. Such items are limited to simple creations not to exceed 1 cubic foot per shadowdancer level, can not have any complex or moving parts and are non-magical in nature. While they appear to be made of an unusual substance and black in color, they otherwise have the same strengths and weaknesses as the normal item they represent (such as a hammer, a rope, a dagger, etc.). Molded items will exist for a time of 1d4 hours before “evaporating” back into their Shadow component.
Uncanny Dodge (Ex): At 4th level, the shadowdancer gains Uncanny Dodge. If she already has Uncanny Dodge, she gains Improved Uncanny Dodge.
Shadow Pounce (Ex): At 5th level, the shadowdancer can make a full attack action after using any of her Shadow movement abilities.
Deeper Darkness (Sp): At 6th level the shadowdancer’s Darkness ability enhances to Deeper Darkness. Uses per day progression continues to follow that as listed for Darkness. Furthermore, the shadowdancer can control how large or small an area the Deeper Darkness will affect (up to the spell’s normal maximum of a 60 foot radius).
Improved Shadow Molding (Su): At 7th level the shadowdancer’s ability to mold Shadow has increased to the point where they can now create complex items such as a lock or a crossbow with bolts. In all other respects these items are just like those created with the Shadow Molding ability.
Shadow Servant (Su): At 8th level, a shadowdancer can create a shadow servant. This works like the unseen servant spell, except the shadowdancer can see through the eyes and hear through the ears of her shadow servant. She may only have one such 'servant' at a time.
Shadow Blade (Su): At 9th level, the shadowdancer gains the ability to create a special weapon, the Shadow Blade. As a free action usable once per round, she can create a Shadow Blade. She automatically has proficiency with this weapon. A Shadow Blade has a reach of 5', deals 1d8 slashing damage and has an enhancement bonus equal to 1/3 the shadowdancer's class level (maximum +5). A Shadow Blade threatens a critical on an 18-20 and has a critical multiplier of ×2. Shadow Blades have a range increment of 10', are weightless, and instantly return to the hand of the user when thrown. If the shadowdancer is in an antimagic field or similar effect, she can still use this ability as long as she makes a Concentration check, DC 10 + the caster level of the effect. Shadow Blades will only function for their creator.
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.
Phantasmal Image (Sp): At 10th level, a shadowdancer can use major image as a spell-like ability 1/day. The images are made from real shadow pulled from the Plane of Shadow, and as such are not mind-affecting figments and are not foiled by true seeing.
Steal Shadow (Su): Beginning at 11th level, the shadowdancer gains control over the shadows of other creatures. By successfully making a touch-based attack against the enemy creature as a full-attack action, the shadowdancer can literally rip the shadow from it’s owner (Fortitude save negates - DC = 10 + shadowdancer level + shadowdancer dexterity bonus). Stolen shadows remain missing until either the shadowdancer willingly returns it (as a free action), or 24 hours have passed. While under the effects of a stolen shadow, the target suffers the following effects: -2 Strength, - 2 Constitution, -2 Dexterity, can not benefit from magical or mundane healing and half spell resistance (if any). Also, though it has no real affects, the target feels a cold chill they just can not shake. A creature can not have it’s shadow stolen a second time before it is returned.
Shadow Walk (Sp): At 12th level, the shadowdancer gains the ability to pass between the normal world and the Plane of Shadow. They can now use Shadow Walk as a spell-like ability at will.
Shadow Fiend (Su): At 13th level the shadowdancer can turn a target’s own shadow against them. By successfully making a touch-based attack against the enemy creature as a full-attack action, the shadowdancer can command the target’s shadow to attack its previous owner (Fortitude save negates - DC = 10 + shadowdancer level + shadowdancer dexterity bonus). The target’s shadow becomes a Shadow (as per the Monster Manual) ignoring all other creatures (except to defend itself) and relentlessly seeks to destroy its previous master. It has the same Hit Dice as it’s original owner but only half the Hit Points as the owner’s normal full allotment (follow normal Advancement progression as per the Monster Manual). If the target has at least 9 total class levels or Hit Dice, the Shadow is instead considered a Greater Shadow. The Shadow will remain in existence until either the death of the original owner, they are dismissed by the shadowdancer (as a free action), or a number of rounds passes equal to the shadowdancer’s class level + 1d6. Shadows created in this fashion are considered “summoned creatures” and are thus subject to any benefits and/or penalties normally associated with such creatures. However, they are not subject to turning or control by any being other than the shadowdancer who created them. Note that if the target has had their shadow stolen per the Steal Shadow ability, they are effectively immune to this ability unless their shadow has previously been returned.
Shadow Form (Su): At 15th level, the shadowdancer’s mastery over Shadow is complete to such an extent that they can now turn themselves (along with all equipment) into a being composed of pure Shadow, remaining in such form for a maximum of 120 minutes per 24 hour period, divided up as the shadowdancer sees fit. As a living shadow, they blend perfectly into any other shadow, vanish in darkness and appear as an unattached shadow in areas of full light. While in such a form, the shadowdancer is two-dimensional only and moves across surfaces as a normal shadow would. As such, they are not subject to things like gravity and can move at normal speed on any surface, including walls and ceilings, as well as across the surfaces of liquids - even up the face of a waterfall. However, the shadowdancer is not incorporeal so can not move through things like solid surfaces. While in shadow form, the shadowdancer gains damage reduction 10/magic, is immune to extra damage from critical hits, ability damage, disease, drowning, and poison and takes only half damage from acid, electricity, and fire of all kinds. While affected by this power, the shadowdancer can be detected by powers that read thoughts, life, or presences (including true seeing), or if they make suspicious movements in lighted areas. The shadowdancer cannot harm anyone physically or manipulate any objects, but can use touch based or other powers normally and can still do things like activate items they possessed when turning into their shadow form. Doing so may attract notice, but if they remain in a shadowed area, they get a +15 bonus on Hide checks to remain unnoticed.
The Epic Shadowdancer
The Epic Shadowdancer is detailed here.