Shade

Return to Classes

Shade

Hit Die: d8

Requirements
Skills: Hide 8, Move Silently 8
Special: Taught by another Shade

Class Skills
Balance, Bluff, Decipher Script, Diplomacy, Disguise,
Escape Artist, Hide, Jump, Listen, Move Silently,
Perform, Profession, Search, Sleight of Hand, Spot
Tumble, Use Rope

Skill Points at Each Level
6 + INT

Level BAB Fort Ref Will Special
1st 0 0 2 0 Hide in plain sight, shadow influence
2nd 1 0 3 0 Evasion, darkvision, uncanny dodge
3rd 2 1 3 1 Shadow Illusion, shadow cloak
4th 3 1 4 1 Shadow jump 20 ft
5th 3 1 4 1 Shadow shield, improved uncanny dodge
6th 4 2 5 2 Shadow jump 40 ft, shadow cloak
7th 5 2 5 2 Slippery mind
8th 6 2 6 2 Shadow jump 80 ft
9th 6 3 6 3 Shadow cloak
10th 7 3 7 3 Shadow jump 160 ft, improved evasion

Weapon and Armor Proficiency
Shades are proficient with the club, crossbow (hand, light, and heavy), dagger (any type), dart, heavy mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword.
Shades are proficient with light armor but not with shields.

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

Shadow Influence (Su)
At 1st level, a Shade begins to gain influence over shadows. She has shadow influence points equal to her Shade level. These points can be spent to use or enhance her other special abilities.
Shadow influence points are refreshed after a full rest.
The Shade may spend 1 point of shadow influence to add a bonus to her hide check equal to her Shade level.
Enhancing the hide check is a swift action. The bonus lasts for a number of minutes equal to her Shade level.

Evasion (Ex)
If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, the Shade takes no damage with a succesful saving throw.
The evasion ability can only be used if the Shade is wearing light armor or no armor.

Darkvision (Su)
The Shade gains Darkvision 60 ft.
The Shade may spend 1 point of shadow influence to enhance her Darkvision for a number of rounds equal to her Shade level. This enhancement can take two forms.
Each time the ability is used, the Shade can choose to either increase her Darkvision by 30 ft or to gain the ability to see in magical darkness.
Enhancing the Darkvision is a swift action.

Uncanny Dodge (Ex)
The Shade retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (Still lose Dexterity bonus to AC if immobilized).
If a character already has Uncanny Dodge from another class, the character automatically gains Improved Uncanny Dodge (see below).

Shadow Illusion (Sp)
The Shade can use shadows to create illusions. Can spend 1 shadow influence point to make a Silent Image.
Can spend 2 shadow inflence points to make a Minor Image. Can spend 3 shadow influence points to make a Major Image.
Activating this ability is a standard action.

Shadow Cloak (Su)
Starting at 3rd level. the Shade may cloak herself in shadows, making it hard for enemies to determine exactly where she is.
Activating shadow cloak is a move action. Maintaining shadow cloak in subsequent, consecutive rounds is a free action.
Each time the ability is activated, the Shade may choose between any of the forms of shadow cloak that she has access to.
At 3rd level, the activation cost is 1 shadow influence point, shadow cloak grants concealment (20% miss chance for attackers), and costs 1 shadow influence point to maintain on rounds after the activation round.
At 6th level, the activation cost is 2 shadow influence points, shadow cloak grants total concealment (50% miss chance for attackers), and costs 2 shadow influence points to maintain on rounds after the activation round.
At 9th level, the activation cost is 3 shadow influence points, shadow cloak grants total concealment (50% miss chance for attackers) as well as shadow retaliation, and costs 3 shadow influence points to maintain on rounds after the activation round.
Shadow retaliation: Whenever an opponent hits you in melee, the shadows that cloak you strike back, dealing 1d8+CHA damage. The attacker may attempt a Reflex Save (DC 10+CHA+Shade Level) to avoid this damage.

Shadow Jump (Su)
The Shade can travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some shadow.
A Shade can jump up to a total of 20 ft each day in this way. Every two levels higher than 4th, this distance doubles. This amount can be split among many jumps, but each one, no matter how small, counts as a 10 ft increment.
The Shade may spend 1 shadow influence point to use this ability as a swift action, rather than as the normal standard action.

Shadow Shield (Su)
When a Shade 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 block the damage with shadows.
The Shade must spend 3 shadow influence points and make a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow.
The Shade must be aware of the attack and able to react to it in order to attempt forming a shadow shield. If she is in a situation that would deny her any Dexterity bonus to AC, she can’t attempt a shadow shield.

Improved Uncanny Dodge (Ex)
The Shade can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the Shade.
The exception to this is that a character at least four levels higher than the Shade can flank and sneak attack her.
If a character gains uncanny dodge (see above) from another class, the character automatically gains improved uncanny dodge and the levels from those classes stack to determine the minimum level required to flank the character.

Slippery Mind (Ex)
If the Shade is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again.
If the second saving throw fails as well, the Shade can spend 2 shadow influence points to attempt another save against enchantments in subsequent rounds.

Improved Evasion (Ex)
A Shade takes no damage at all on succesful saving throws against attacks that allow a Reflex saving throw for half damage.
The Shade only takes half damage even if she fails her saving throw.

Shade

Daern KalinoAltes