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The Shadow Walker Prestige Class


Shadow Walkers belong to the world of Birthright. Shadow walkers have somehow been exposed to the land of shadow; forced to go there or live there, they slowly learn to cope with that strange environment.

Shadow walkers can be of any class. Cerilian halflings are extraordinarily suited to ths class, because of their racial abilities. Elves cannot be shadow walkers; the shadow world fills them with unreasonable fear, and they rarely survive long enough there to learn it's ways.

Shadow walkers loathe shadowdancers, thinking them frivilious fools who play with powers they do not comprehend. As shadow walkers are immune to many of the powers of the shadowdancer, the later usually fear and hate shadow walkers in return.

Hit Die: d6

Requirements

To qualify as an shadow walker, the character must fulfill all the following criteria.

Hide: (4 ranks)
Intuit Direction: (4 ranks)
Listen: (4 ranks)
Spot: (8 ranks)
Shadow world access: Must have access to the demiplane of shadow, usually through spells like plane shift or shadow walk, either as a spell, innate ability, or reusably without charges from a magic item. Even free access to a gate to the shadow world fulfills this requirement.

Class Skills

Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Decipher Script (Int, restricted skill), Escape Artist (Dex) , Handle Animal (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (local knowledge for shadow world) (Int), Listen (Wis), Move Silently (Wis), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int, restricted skill), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha, restricted skill), Use Rope (Dex), Wilderness Lore (Wis).

Skill points at each level: 8 + Int modifier.

Class Features

All of the following are class features of the shadow walker prestige class.

Weapon and Armor Proficiency: Shadow walkers are proficient with all simple weapons as well as light armor, but not with with shields.

Sense Shadow: You can sense the essence of the shadow world. You instinctively feel it when the barrier between the worlds grows weak, and you can sense whenever a shadow-related spell or ability (such as dimension door, shadow walk or any of the shadowdancer class abilities) is used. This extraordinary ability uses the Spot skill, with a base difficulty of 10. Apply normal modifiers to the spot roll, including the normal range penalty of -1 per 10 ft. distance. This is an extraordinary ability.

Penetrate Shadow: Your senses can penetrate shadows. You don't actually see better than other people, but you have the gift of sensing what is real and what is shadowry illusions. You may add your level as shadow walker to all Spot rolls in shadows or darkness, and to all Saving Throws against illusions, fear effects and shadow-based abilitiesThis is an extraordinary ability.

Blind Fighting: You gain the Blind Fight feat. If you already have this feat, you can now reroll concealment miss roll twice. This is an extraordinary ability.

Navigate in Shadow: You may add your Will Saving Throw modifier to your Intuit Direction skill while in the shadow world or when you are using the skill to navigate in darkness or shadows. This is an extraordinary ability.

Night Vision: Your attunement to the shadow world gives you the night vision of an elf. This is an extraordinary ability.

Seeming: You slowly begin to master the shadow world. You get a seeeming score of 5 per level after the 5 th, and can use the seeming abilities outlined Blood Spawn, p. 6 ff. This is only useful in the shadow world. This is an extraordinary ability.

Dark Vision: You gain the 60' darkvision of a dwarf. This is an extraordinary ability.

Slippery Mind: This extraordinary ability, gained at 9 th level, represents the shadow walkers ability to wriggle free from magical effects that would otherwise control or compell her. If the shadow walker 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 proceed normally.

Blindsight: Your mastery of perception gives you blindight abilities even in the mundane world. This is not sonar. Check the DMG, p 73, for rules on blindight. Your blindight has a range in feet equal to your spot skill bonus. This is an extraordinary ability.

Uncanny Dodge: Identical to the rogue ability of the same name (PH, p. 48). If the shadow walker had previously learned uncanny dodge as a part of another character class (rogue or barbarian), add the levels in that other class to the character's levels as a shadow walker and see what level of uncanny dodge he qualifies for.

Level    Base Attack Bonus Fortitude
Save
Reflex
Save
Will
Save
Special Abilities
1 +0 +2 +0 +2 Sense shadow
2 +1 +3 +0 +3 Penetrate shadow
3 +2 +3 +1 +3 Blind fighting, uncanny dodge (Dex bonus to AC)
4 +3 +4 +1 +4 Navigate in shadow
5 +3 +4 +1 +4 Night vision
6 +4 +5 +2 +5 Seeming
7 +5 +5 +2 +5 Uncanny dodge (can't be flanked)
8 +6/+1 +6 +2 +6 Darkvision
9 +6/+1 +6 +3 +6 Slippery mind
10 +7/+2 +7 +3 +7 Blindsight

Notes

Perception: All people who come to the shadow world will get a Perception rating, that is used to penetrate the seeming. Normally, this Perception rating is equal to five times the character's Will Saving throw, with any applicable modifiers for Saving Throws vs. illusions included, but without saving throw bonuses such as from a bless spell or ring of protection. The penetrate shadow effect much improves the shadow walkers Perception score.


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Copyright © 1998 and onwards, Carl Cramér. Last update Sunday, January 04, 2004.