And if there were Prerequisites, I know move silent and hide would be two of them.
And as always, if something doesn't make any sense to you, ask about it. I'm a horrible writer at times, and especially with things like this, I have a problem making it understood what I'm meaning... kinda like that last sentence.
Shadowslipper
(BAB, Fort, Ref, Will)
1 +0 +0 +2 +1 Shadow Affinity, Low Light Vision, Sneat Attack +1d6
2 +1 +0 +3 +1 Shadowmeld, Shadow Run +10, Blind Fighting feat
3 +1 +0 +3 +1 Shadow Slipping; 5x- Half-Speed walk
4 +2 +1 +4 +2 Shadow Run +20, Darkvision, SS 4x
5 +2 +1 +4 +2 Sneat Attack +2d6, SS 3x - Full Speed walk
6 +3 +1 +5 +2 Shadow Run +30, SS 2x
7 +3 +2 +5 +3 SS 1x, Full Speed Jog
8 +4 +2 +5 +3 Shadow Run +40, SS 1/2x
9 +4 +2 +6 +3 SS 1/4x, Full Speed Run
10 +5 +3 +7 +4 Shadow Run +50, Sneat Attack +3d6, SS 1/8x, Outsider Status.
Weapon and Armor Prof: Shadowslippers are proficient in light armors. They know how to properly wield the dagger, dart, short bow (Composite and not), crossbows of any sort, sap, rapier, and the club.
Hit Dice - d6
Skills per level - 8+Int
Class skills - Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Pick Pocket, Search, Spot, Use Magic Device.
Class Abilites -
Shadow Affinity - The character is now seen as an "Honorary Member of the Shadow Plane". Creatures from that plane of existance now effectivly ignore the character, provided the character is not hostile toward them.
Shadowmeld - The character now, while hiding, effectively melds with the shadow, traveling to the Shadow Plane. The character can still see and hear all that takes place around him, but everything appears wispy and immaterial, as if the objects are not only made of smoke, but the character is looking at them through a wall of smoke. Moving quickly (More than one foot per round) or moving more than five feet from where the character hid instantly causes the character to come back, being revealed to all who are watching. The character cannot move through walls, nor can the character see through walls. After the character has melded, no amount of light, be it torchlight or Light spell will reveal the hidden character. No normal means of searching will reveal the character, though a detect magic spell will show slight traces of an unidentified magical aura, and a True Sight spell will reveal the character. Though, under the True Sight spell, the hidden character will appear very wispy and immaterial.
Shadow Run - While in shadows, the character can move faster. Starting at level 2, the character adds +10 to base movement while in shadows, and this is increased by 10 every other level, where at level 10 the full bonus is +50 feet/round. This only works in shadows, it will not function in direct light, nor will it function in total darkness. For this skill, and this skill alone, an overcast day (One without direct sunlight) allows half skill to be used, meaning a 6th level Shadow Slipper can move +15 feet/round more than normal. During the night, unless it is overcast(Allowing no starlight or moonlight to shine), the character can use the full bonus.
Shadow Slipping - The character can now move while melded with shadows. The character can also move through walls, unless the walls have a Protection spell cast on them (Prot. from Evil, Shadow, Good, Law or Chaos) A character who is shadowslipping cannot enter areas affected by those spells as well. While on the shadow plane, the character sees light and dark areas inverted. Areas of darkness (Shadowy alleys, the shadow a tree leaves on the ground) appear as well lit areas, while areas that are lit (Banquet halls, open meadows while the sun is out) appear as darkness. The levels of light are exactly inverted, meaning the darker an area is, the brighter it appears, and vice versa. Shadow Slipping is a move equivelent action until level 6, when it becomes a partial action, and at level 10 becomes a free action. But, a character can either shadowslip, then attack, or attack, then shadowslip. No character can shadowslip, attack, and shadowslip again on the same round. Until Level 7, the character cannot be watched to shadowslip. After level 7, the character can shadowslip no matter how many people are watching.
To shadowslip, a successful hide roll must be made, followed by a will save (DC 5 + Shadow Slipper level). Failing this save means the character has a "Shadow Point". After five failures, the character is now a permanent resident of the Shadow Plane, and an NPC.
There is a minimum amount of shadow neccessary to shadowslip. A 3rd level Shadow Slipper needs a shadow at least five times larger than the character using the ability. This decreases at every level, until at level 7, when a character can effectivly use the shadow of another person, provided that person was the same size or larger than the character. A character who is 5'10" cannot use the shadow of someone who is 5'9" at this level. Beyond 7th level, the shadow decreases more, until at 10th level, when the character can use a shadow merely an eighth as large as the shadow slipper. Theoretically, an ogre could use the shadow of a dwarf to shadowslip.
At the begining of the use of this ability, the shadowslipper cannot move very fast on the plane of shadow, or else they will return to the material plane. If this happens while the shadow slipper is within a wall, the shadow slipper is killed instantly. At level 3, the character can only move half his or her normal speed (15 feet a round for normal humans). This increases every other level until at level 9, the character can run normally while on the shadow plane.
Outsider Status - At 10th level, the shadow slipper is now considered an outsider from the plane of shadow.
Isn't sanity just a one trick pony? What do you get out of it? Just Rational Thought. Boring. But when you're good and crazy, the sky's the limit!




