Post by Aeter on Aug 11, 2013 5:43:56 GMT -6
[ AS OF 11/15 THIS LEVEL PROGRESSION IS OBSOLETE ]
Shadow Renegade
Shadow Renegades are no strangers to the underbelly of society. They are notorious thieves, pickpockets, and occasionally assassins. Often, they are drawn to the plane of shadow as darkness becomes familiar to them.
Hit Die: d6
Skills: 8+ int mod (x4) at first level
List: Balance, Bluff, Climb, Craft, Disguise, Gather Information, Heal, Intimidate, Jump, Knowledge (history; local), Martial Lore, Open Locks, Perception, Profession, Sense Motive, Sleight of Hand, Stealth, Swim, Tumble, Use Rope
Proficiencies: No armor or shields, Simple weapons. Sap, short sword, hand crossbow.
Maneuvers: A Shadow Renegade begins her career with knowledge of three martial maneuvers. The disciplines available to be used are Desert Wind, Shadow Hand, Setting Sun, and Tiger Claw. Once she knows a maneuver, she may use it once per day. All maneuvers are considered extraordinary abilities unless noted in its description. Maneuvers are not affected by spell resistance, and do not provoke attacks of opportunity. A Shadow Renegade earns additional maneuvers at higher levels, as shown on the above table. She must meet a maneuver's prerequisite to learn it, with her Martial level equal to her Shadow Renegade level.
Upon reaching 4th level, and every even-numbered Shadow Renegade level after that (6th, 8th, 10th, and so on), a Shadow Renegade may choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She may choose a new maneuver of any level she likes, as long as she observes the restrictions on the highest-level maneuvers she may learn -- She needs not replace the old maneuver with a maneuver of the same level. She may swap only a single maneuver at any given level.
Stances: A Shadow Renegade begins play with knowledge of one 1st level stance from any discipline open to her. She gains additional stances as shown on the above table. Unlike maneuvers, stances are not expended. The Shadow Renegade may change the stance she currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike maneuvers, new stance cannot be traded for a stance you already know.
Scarred Soul: Your tough life has left you cautious and jumpy. Gain a bonus to initiative checks every 5 levels.
Focused Mind: When unarmored and unencumbered, the Shadow Renegade adds her Intellect bonus (if any) to her AC. These bonuses to AC apply even against touch attacks or when the Shadow Renegade is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Acrobatics (Ex): At 2nd level, a Shadow Renegade adds her Intellect bonus (if any) to Balance, Climb, Jump, and Tumble checks. This only functions while unarmored and unencumbered.
Evasion: At 2nd level and higher, a Shadow Renegade can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Shadow Renegade is wearing no armor. A helpless Shadow Renegade does not gain the benefit of evasion.
Improved Unarmed Strike: At 3rd level, a Shadow Renegade gains Improved Unarmed Strike as a bonus feat.
Speed Burst (Su): Beginning at 3rd level, a Shadow Renegade may boost her speed by the listed amount until the start of her next turn. This may be used once per combat. This can only be used unarmored and unencumbered.
Ambush: The Shadow Renegade’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 Renegade is affected by concealment. Flanking does not allow a Shadow Renegade to use Ambush. Should the Shadow Renegade score a critical hit with Ambush, this extra damage is not multiplied. Ranged attacks can count as Ambush attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a Shadow Renegade can use Ambush to deal nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. Ambush can only be used against 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 Ambush. The Shadow Renegade 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 Renegade cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Ambush functions as Sneak Attack for the purpose of feats.
Shadow Hand Focus (Ex): Your affinity with shadow raises your ability to use the Shadow Hand fighting style.
Weapon Focus: At level 1, you gain Weapon Focus as a bonus feat with Shadow Hand weapons (Dagger, shortsword, sai, singham, unarmed strike, and spiked chain.
Insightful Strikes: At level 4, you can add your Intellect modifier as a bonus on damage rolls whenever you execute a Shadow Hand strike.
Defensive Stance: At level 8, you gain a +2 bonus on saving throws whenever you are in a Shadow Hand stance.
Shadow Sight (Ex): Due to their affinity to darkness, Shadow Renegades gain low-light vision. If they already have low-light vision, they may get darkvision with a range of 60 feet.
Steady Nerves: The Shadow Renegade has skill in moving steathfully under pressure. She may always choose to take ten on Stealth checks.
Mask of Anonymity (Su): The Shadow Renegade becomes accustom to blending in with her surroundings, even in social areas. The save to recognize this as an illusion is equal to (10 + 1/2 Shadow Renegade level + Intelligence Modifier) This functions as the Disguise Self spell, as follows:
Trick of the Trade: Choose one of the following.
Crippling Strike (Ex): As the Rogue Special Ability
Defensive Roll (Ex): As the Rogue Special Ability
Opportunist (Ex): As the Rogue Special Ability
Hide in Plain Sight (Su): As the Shadowdancer class feature
Shock and Awe (Ex): Whenever you drop a foe with Ambush (reducing her to negative hit points or destroying her), all other foes within 30 ft must make a Will save, DC 10 + ½ Shadow Renegade level + Int modifier. Creatures with HD equal to or less than the felled target become frightened on a failed save, shaken on a successful save, for one round per Shadow Renegade level in either case. Creatures with greater HD than the one you have slain must save or become shaken for one round per Shadow Renegade level, with no ill effect on a success.
Low Blow (Ex): You gain a 25% chance of dealing Ambush damage to creatures immune to it (by any means), and reduce any chance the target has of ignoring your Ambush damage by -25%. Note: You can take the feat Improved Pressure Point up to 3 times. Each time it is taken, these percentages increase/decrease by 25%.
Parkour (Ex): Move up a wall as a move action at your full speed. If you do not reach a horizontal surface to stand on after this movement, you immediately fall, unless you catch yourself with the Climb skill. Falling in this way, you may not "jump off" to reduce falling damage, though you may tumble upon landing. One creative use for this could be to set up a falling attack for more damage, at great personal risk.
Sniper’s Eye (Ex): You are so well trained in ranged assassination, “point blank” range is now considered 100 ft for you, modifying the range limit on that feat and any precision-based attack you know. If you succeed in your Stealth check after a sniping attempt, you may shift your position up to 5 ft per 5 points your Stealth check exceeds 10, up to a maximum of your speed.
Hit-and-Run (Ex): You gain the benefits of the Spring Attack feat. If you already possess (or later obtain) that feat, you instead gain the ability to take any standard action between your movement. Thus, you could move up, use a standard action strike maneuver, then retreat away, for example.
Lethal Cut (Ex): At level 13, a Shadow Renegade can add her Intelligence bonus to attack and damage whenever she make an Ambush attack. This bonus to damage stacks with that from Insightful Strikes if doing a Shadow Hand strike maneuver.
Nondetection (Su): Beginning at level 16, the Shadow Renegade is constantly under the Nondetection effect, as the spell. This can be suppressed or resumed at will as a free action. The Shadow Renegade's caster level is equal to her Shadow Renegade level, and since she is considered to have "cast" it on herself, caster level check DC to pierce it is DC 15 + her Shadow Renegade level.
Silencing Strike (Su): Beginning at level 19, anyone hit by the Shadow Renegade's Ambush must make a Fortitude save (DC 10 + 1/2 Shadow Renegade level + Int mod) or become Silenced for the next 1d4 rounds.
Stealth Dash (Su): At level 20, whenever the Shadow Renegade initiates her speed burst, she gain partial concealment (20%) for one round, and if she gain partial concealment from another source (Child of Shadow stance, fog, etc...), it stacks with this to give full concealment (50%) while both are active. If she moves after initiating the speed burst, she may make a free Stealth check at the end of the movement, as part of the move action, provided she is in an area you could normally hide in. Finally, three times per day, a Shadow Renegade may use stealth dash to also grant her an effect similar to Mislead (caster level = Shadow Renegade level). The greater invisibility and the major image both last for one round, instead of the normal duration. This is initiated as a free action as part of stealth dash. It is considered a 9th level spell-like ability.
Changes
1.0 - Designed
Shadow Renegade
Shadow Renegades are no strangers to the underbelly of society. They are notorious thieves, pickpockets, and occasionally assassins. Often, they are drawn to the plane of shadow as darkness becomes familiar to them.
Hit Die: d6
Skills: 8+ int mod (x4) at first level
List: Balance, Bluff, Climb, Craft, Disguise, Gather Information, Heal, Intimidate, Jump, Knowledge (history; local), Martial Lore, Open Locks, Perception, Profession, Sense Motive, Sleight of Hand, Stealth, Swim, Tumble, Use Rope
Proficiencies: No armor or shields, Simple weapons. Sap, short sword, hand crossbow.
Level | BAB | Fort | Ref | Will | Feature | Speed Burst | Man | Sta |
1st | +0 | +2 | +2 | +2 | Scarred Soul +1, Shadow Hand Focus (Weapon Focus), Focused Mind | -- | 3 | 1 |
2nd | +1 | +3 | +3 | +3 | Acrobatics, Evasion | -- | 4 | 1 |
3rd | +2 | +3 | +3 | +3 | Ambush +1d6, Improved Unarmed Strike | +10 ft | 5 | 1 |
4th | +3 | +4 | +4 | +4 | Shadow Hand Focus (Insightful Strikes) | +10 ft | 5 | 2 |
5th | +3 | +4 | +4 | +4 | Scarred Soul +2, Shadow Sight | +20 ft | 6 | 2 |
6th | +4 | +5 | +5 | +5 | Ambush +2d6 | +20 ft | 6 | 2 |
7th | +5 | +5 | +5 | +5 | Poison Use | +30 ft | 7 | 2 |
8th | +6/+1 | +6 | +6 | +6 | Shadow Hand Focus (Defensive Stance) | +30 ft | 7 | 2 |
9th | +6/+1 | +6 | +6 | +6 | Ambush +3d6, Mask of Anonymity | +40 ft | 8 | 2 |
10th | +7/+2 | +7 | +7 | +7 | Scarred Soul +3 | +40 ft | 8 | 3 |
11th | +8/+3 | +7 | +7 | +7 | Trick of the Trade | +50 ft | 9 | 3 |
12th | +9/+4 | +8 | +8 | +8 | Ambush +4d6, Steady Nerves | +50 ft | 9 | 3 |
13th | +9/+4 | +8 | +8 | +8 | Lethal Cut | +60 ft | 10 | 3 |
14th | +10/+5 | +9 | +9 | +9 | Trick of the Trade | +60 ft | 10 | 3 |
15th | +11/+6/+1 | +9 | +9 | +9 | Scarred Soul +4, Ambush +5d6 | +70 ft | 11 | 3 |
16th | +12/+7/+2 | +10 | +10 | +10 | Nondetection | +70 ft | 11 | 4 |
17th | +12/+7/+2 | +10 | +10 | +10 | Trick of the Trade | +80 ft | 12 | 4 |
18th | +13/+8/+3 | +11 | +11 | +11 | Ambush +6d6 | +80 ft | 12 | 4 |
19th | +14/+9/+4 | +11 | +11 | +11 | Silencing Strike | +90 ft | 13 | 4 |
20th | +15/+10/+5 | +12 | +12 | +12 | Scarred Soul +5, Stealth Dash, Trick of the Trade | +90 ft | 13 | 4 |
Maneuvers: A Shadow Renegade begins her career with knowledge of three martial maneuvers. The disciplines available to be used are Desert Wind, Shadow Hand, Setting Sun, and Tiger Claw. Once she knows a maneuver, she may use it once per day. All maneuvers are considered extraordinary abilities unless noted in its description. Maneuvers are not affected by spell resistance, and do not provoke attacks of opportunity. A Shadow Renegade earns additional maneuvers at higher levels, as shown on the above table. She must meet a maneuver's prerequisite to learn it, with her Martial level equal to her Shadow Renegade level.
Upon reaching 4th level, and every even-numbered Shadow Renegade level after that (6th, 8th, 10th, and so on), a Shadow Renegade may choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She may choose a new maneuver of any level she likes, as long as she observes the restrictions on the highest-level maneuvers she may learn -- She needs not replace the old maneuver with a maneuver of the same level. She may swap only a single maneuver at any given level.
Stances: A Shadow Renegade begins play with knowledge of one 1st level stance from any discipline open to her. She gains additional stances as shown on the above table. Unlike maneuvers, stances are not expended. The Shadow Renegade may change the stance she currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike maneuvers, new stance cannot be traded for a stance you already know.
Scarred Soul: Your tough life has left you cautious and jumpy. Gain a bonus to initiative checks every 5 levels.
Focused Mind: When unarmored and unencumbered, the Shadow Renegade adds her Intellect bonus (if any) to her AC. These bonuses to AC apply even against touch attacks or when the Shadow Renegade is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Acrobatics (Ex): At 2nd level, a Shadow Renegade adds her Intellect bonus (if any) to Balance, Climb, Jump, and Tumble checks. This only functions while unarmored and unencumbered.
Evasion: At 2nd level and higher, a Shadow Renegade can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Shadow Renegade is wearing no armor. A helpless Shadow Renegade does not gain the benefit of evasion.
Improved Unarmed Strike: At 3rd level, a Shadow Renegade gains Improved Unarmed Strike as a bonus feat.
Speed Burst (Su): Beginning at 3rd level, a Shadow Renegade may boost her speed by the listed amount until the start of her next turn. This may be used once per combat. This can only be used unarmored and unencumbered.
Ambush: The Shadow Renegade’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 Renegade is affected by concealment. Flanking does not allow a Shadow Renegade to use Ambush. Should the Shadow Renegade score a critical hit with Ambush, this extra damage is not multiplied. Ranged attacks can count as Ambush attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a Shadow Renegade can use Ambush to deal nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. Ambush can only be used against 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 Ambush. The Shadow Renegade 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 Renegade cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Ambush functions as Sneak Attack for the purpose of feats.
Shadow Hand Focus (Ex): Your affinity with shadow raises your ability to use the Shadow Hand fighting style.
Weapon Focus: At level 1, you gain Weapon Focus as a bonus feat with Shadow Hand weapons (Dagger, shortsword, sai, singham, unarmed strike, and spiked chain.
Insightful Strikes: At level 4, you can add your Intellect modifier as a bonus on damage rolls whenever you execute a Shadow Hand strike.
Defensive Stance: At level 8, you gain a +2 bonus on saving throws whenever you are in a Shadow Hand stance.
Shadow Sight (Ex): Due to their affinity to darkness, Shadow Renegades gain low-light vision. If they already have low-light vision, they may get darkvision with a range of 60 feet.
Steady Nerves: The Shadow Renegade has skill in moving steathfully under pressure. She may always choose to take ten on Stealth checks.
Mask of Anonymity (Su): The Shadow Renegade becomes accustom to blending in with her surroundings, even in social areas. The save to recognize this as an illusion is equal to (10 + 1/2 Shadow Renegade level + Intelligence Modifier) This functions as the Disguise Self spell, as follows:
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
Trick of the Trade: Choose one of the following.
Crippling Strike (Ex): As the Rogue Special Ability
Defensive Roll (Ex): As the Rogue Special Ability
Opportunist (Ex): As the Rogue Special Ability
Hide in Plain Sight (Su): As the Shadowdancer class feature
Shock and Awe (Ex): Whenever you drop a foe with Ambush (reducing her to negative hit points or destroying her), all other foes within 30 ft must make a Will save, DC 10 + ½ Shadow Renegade level + Int modifier. Creatures with HD equal to or less than the felled target become frightened on a failed save, shaken on a successful save, for one round per Shadow Renegade level in either case. Creatures with greater HD than the one you have slain must save or become shaken for one round per Shadow Renegade level, with no ill effect on a success.
Low Blow (Ex): You gain a 25% chance of dealing Ambush damage to creatures immune to it (by any means), and reduce any chance the target has of ignoring your Ambush damage by -25%. Note: You can take the feat Improved Pressure Point up to 3 times. Each time it is taken, these percentages increase/decrease by 25%.
Parkour (Ex): Move up a wall as a move action at your full speed. If you do not reach a horizontal surface to stand on after this movement, you immediately fall, unless you catch yourself with the Climb skill. Falling in this way, you may not "jump off" to reduce falling damage, though you may tumble upon landing. One creative use for this could be to set up a falling attack for more damage, at great personal risk.
Sniper’s Eye (Ex): You are so well trained in ranged assassination, “point blank” range is now considered 100 ft for you, modifying the range limit on that feat and any precision-based attack you know. If you succeed in your Stealth check after a sniping attempt, you may shift your position up to 5 ft per 5 points your Stealth check exceeds 10, up to a maximum of your speed.
Hit-and-Run (Ex): You gain the benefits of the Spring Attack feat. If you already possess (or later obtain) that feat, you instead gain the ability to take any standard action between your movement. Thus, you could move up, use a standard action strike maneuver, then retreat away, for example.
Lethal Cut (Ex): At level 13, a Shadow Renegade can add her Intelligence bonus to attack and damage whenever she make an Ambush attack. This bonus to damage stacks with that from Insightful Strikes if doing a Shadow Hand strike maneuver.
Nondetection (Su): Beginning at level 16, the Shadow Renegade is constantly under the Nondetection effect, as the spell. This can be suppressed or resumed at will as a free action. The Shadow Renegade's caster level is equal to her Shadow Renegade level, and since she is considered to have "cast" it on herself, caster level check DC to pierce it is DC 15 + her Shadow Renegade level.
Silencing Strike (Su): Beginning at level 19, anyone hit by the Shadow Renegade's Ambush must make a Fortitude save (DC 10 + 1/2 Shadow Renegade level + Int mod) or become Silenced for the next 1d4 rounds.
Stealth Dash (Su): At level 20, whenever the Shadow Renegade initiates her speed burst, she gain partial concealment (20%) for one round, and if she gain partial concealment from another source (Child of Shadow stance, fog, etc...), it stacks with this to give full concealment (50%) while both are active. If she moves after initiating the speed burst, she may make a free Stealth check at the end of the movement, as part of the move action, provided she is in an area you could normally hide in. Finally, three times per day, a Shadow Renegade may use stealth dash to also grant her an effect similar to Mislead (caster level = Shadow Renegade level). The greater invisibility and the major image both last for one round, instead of the normal duration. This is initiated as a free action as part of stealth dash. It is considered a 9th level spell-like ability.
Changes
1.0 - Designed