Shadowslayers are a sub-sect of shadowdancers who concentrate their efforts on martial prowess to a large extent and forgo much of the mystical connection with darkness sought by others of their kind, Shaowslayers are prone to see shadows merely as useful tools or even weapons to use against their enemies rather than objects of reverance as Shadowdancers do.
Hit Dice:d8
Requirements
To qualify to become a shadowslayer, a character must fulfill all the following criteria.
Skills: Move Silently 8 ranks, Hide 10 ranks, Perform (dance) 5 ranks.
Feats: Combat Reflexes, Dodge, Mobility.
Special: Must have the Evasion and Uncanny Dodge class features.
Class skills
The shadowslayer's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Stealth (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Perception (Dex), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int Modifier.
Table: Shadowslayer | |||||
Class Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +0 | +2 | +0 | Hide in plain sight |
2nd | +1 | +0 | +3 | +0 | Sneak Attack +1d6 |
3rd | +2 | +1 | +3 | +1 | Darkvision |
4th | +3 | +1 | +4 | +1 | Shadow Jump 20 ft, Sneak Attack +2d6 |
5th | +3 | +1 | +4 | +1 | Defensive Roll, Improved Uncanny Dodge |
6th | +4 | +2 | +5 | +2 | Shadow jump 40, Sneak Attack +3d6 |
7th | +5 | +2 | +5 | +2 | Slippery Mind |
8th | +6 | +2 | +6 | +2 | Shadow Jump 60, , Sneak Attack +4d6 |
9th | +6 | +3 | +6 | +3 | Improved Evasion |
10th | +7 | +3 | +7 | +3 | Shadow Jump 80, Sneak Attack +5d6 |
Class Features
All of the following are features of the shadowslayer prestige class.
Weapon and Armor Proficiency: Shadowslayers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowslayers are proficient with light armor but not with shields.
Hide in Plain Sight (Su): A shadowslayer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowslayer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Darkvision (Su): At 3rd level, a shadowslayer can see in the dark as though she were permanently under the effect of a darkvision spell.
Shadow Jump (Su): At 4th level, a shadowslayer 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 shadowslayer can jump up to a total of 20 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 4th, the distance a shadowslayer can jump each improves by 20 ft. (40 feet at 6th, 60 feet at 8th, and 80 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Defensive Roll (Ex): Starting at 5th level, once per day, when a shadowslayer 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): At 5th level, a shadowslayer can no longer be flanked. This defence denies rogues the ability to use flank attacks to sneak attack the shadowslayer. The exception to this defence is that a rogue at least four levels higher than the shadowslayer can flank her (and thus sneak attack her).
Slippery Mind (Ex): At 7th level, if a shadowslayer 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 9th level, works like evasion (see above). A shadowslayer 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.