Shadow Lurker PrC (P.E.A.C.H.) [Archive] - Wizards Community

Post/Author/DateTimePost
Living_Chaos

11-12-07, 10:58 AM
In all honesty this class was made because I couldn't take shaow dancer and didn't want to be forced to become evil to be an assasin. It is easy to see that all the abilities are a mix of what a shadow dancer and an assassin would be awarded, this I know, so refrain from critisiing that please. Any input is welcome. Thank you.

PS

Sorry the table didn't past properly, I'll redo it for this post on a later date. I hope you can translate the numbers.


Shadow Lurker

Pre-Requisites:
Alignment: Non-Lawful
Feats: Dodge
Skills: Hide 8, Sleight of Hand 8, Move Silently 8, Disguise 8, Tumble 4
Base Attack Bonus: +4
Base Reflex Save: +4

Hit Dice: 1d6

Class Skills
The shadow lurker'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.

Level Base Attack Fort Reflex Will Special
1 +0 +0 +2 +0 Darkvision, Hide In Plain Sight
2 +1 +0 +3 +0 Uncanny Dodge, Sneak Attack +1d6
3 +2 +1 +3 +1 Shadow Jump 30 ft.
4 +3 +1 +4 +1 Summon Shadow,SneakAttack +2d6
5 +3 +1 +4 +1 Evasion
6 +4 +2 +5 +2 Doubling Strike, Sneak Attack +3d6 Shadow Jump 60 ft.
7 +5 +2 +5 +2 Bonus Feat, Defensive Roll
8 +6/+1 +2 +6 +2 Sneak Attack +4d6
9 +6/+1 +3 +6 +3 Shadow Jump 120 ft.
10 +7/+2 +3 +7 +3 Death Attack, Sneak Attack +5d6


Weapon Proficiency: Shadow Lurker's do not gain additional proficiency with any weapons.

Armor Proficiency: Shadow Lurker's are proficient with light armor and shields.

Darkvision (Su): At 1st level, a shadow lurker can see in the dark as though she were permanently under the effect of a darkvision spell.

Hide in Plain Sight (Su): At 1st level, shadow lurker can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadow lurker can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.


Uncanny Dodge (Ex): Starting at 2cd level, a shadow lurker retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge.


Sneak Attack: starting at 2cd level, if a shadow lurker 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 lurker’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 lurker flanks her target. This extra damage is 1d6 at 2cd level, and it increases by 1d6 every two shadow lurker levels thereafter. Should the shadow lurker 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.
A the shadow lurker 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 lurker 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 lurker cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Shadow Jump (Su): At 3rd level, a shadow lurker gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadow lurker can jump up to a total of 20 feet each day in this way; this may be a single jump of 30 feet or three jumps of 10 feet each. Every two levels higher than 3rd, the distance a shadow lurker can jump each day doubles (at 6th, 60 feet, at 9th, 120 feet. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Summon Shadow (Su): At 4th level, a shadow lurker can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadow lurker, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadow lurker and can communicate intelligibly with the shadow lurker. Every third level gained by the shadow lurker adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion.
If a shadow companion is destroyed, or the shadow lurker chooses to dismiss it, the shadow lurker must attempt a DC 15 Fortitude save. If the saving throw fails, the shadow lurker loses 200 experience points per shadow lurker level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadow lurker’s XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Evasion (Ex): At 5th level, a shadow lurker gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadow lurker is wearing light armor or no armor. If a character gains Evasion from a second class, the character automatically gains improved Improved Evasion.

Doubling Strike (Ex): A 6th shadow 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 Constitution 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): Beginning at 7th level the shadow lurker 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 shadow lurker can attempt to roll with the damage. To use this ability, the shadow lurker 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 shadow lurker’s evasion ability does not apply to the defensive roll.

Bonus Feat: At 7th level and shadow lurker is awarded an bonus feat. This feat must be chosen from the sneak attack feat tree. The shadow lurker may only take a feat if she qualifies for the pre-requisites.

Death Attack: At 10th level, if a shadow lurker studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the shadow lurker can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the shadow lurker as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the shadow lurker’s class level + the shadow lurker’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the shadow lurker. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the shadow lurker has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the shadow lurker does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.