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Shadow Warrior

Shadow Warrior

When the Creators banished the First Children, the Giant Onun, to the Prison deep between Kab and Xibalba, it was realized that this place hidden even from the eyes of the gods must be guarded by someone. The warlike Onun, treacherous and sadistic beyond measure, are also cunning. The task pf guarding reality from its undoing, then, was given to the Uchun race who, with the help of the gods, created the Order of Shadow. The first Shadow Warriors were gifted by the gods with the ability to manipulate shadow and walk unseen, manifesting all manner of fantastic abilities with this newfound power as they trained as powerful warriors. To every generation of the few admitted to train arduously in the way of the Shadow Warriors, this power would be given, guided by the Shadow Warrior Ancestors themselves!

To be a Shadow Warrior is to be devoted to the protection of Kab/Xibalba from the Terrible Onun. With this core mission, the Order of Shadow has acquired various implements of mystical and technological power with which worthy Shadow Warriors are to defend the world.

Role: The Shadow Warrior’s steadfast mission is the protection of the world from the wicked Onun through any means. With this always in mind, she is ever devoted to honing her skills, practicing her art, and working on any task given to her by the Ancestors whom she communes with daily. Even when not specifically working, the Shadow Warrior is ever vigilant and ready for the situation to turn deadly. She also loves her puns and one-liners. (Successful puns and one-liners get a +2 on attack rolls; it helps if you’ve played 1997 Shadow Warrior.)

Alignment: Any.

Hit Die: D10.

Starting Wealth: 4d6 × 10 GP (average 140 GP.) In addition, each character begins play with an outfit worth 10 GP or less.

Class Skills

The Shadow Warrior’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (planar) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 8 + Int modifier

Table: Shadow WarriorDaemonist

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +0 Shuriken Trick, Sneak attack 1d6
2nd +2 +0 +3 +0 Ancestral Daisho, Ki pool, Ninja Trick
3rd +3 +1 +3 +1 Ancestral Daisho
4th +4 +1 +4 +1 Ninja Trick, Sneak attack 2d6
5th +5 +1 +4 +1 Shadow Arsenal 1, Shuriken Trick
6th +6/+1 +2 +5 +2 Ninja Trick, Shadow Steps
7th +7/+2 +2 +5 +2 Sneak Attack 3d6
8th +8/+3 +2 +6 +2 Ninja Trick, Shadow Blend
9th +9/+4 +3 +6 +3 Shadow Arsenal 2
10th +10/+5 +3 +7 +3 Ninja Trick, Sneak Attack 4d6, Master Tricks
11th +11/+6/+1 +3 +7 +3 Shadow Space
12th +12/+7/+2 +4 +8 +4 Ninja Trick, Produce Shadow
13th +13/+8/+3 +4 +8 +4 Sneak Attack 5d6, Shadow Arsenal 3
14th +14/+9/+4 +4 +9 +4 Ninja Trick
15th +15/+10/+5 +5 +9 +5 Shadow Space
16th +16/+11/+6 +5 +10 +5 Sneak Attack 6d6, Ninja Trick, Living Shadow
17th +17/+12/+7 +5 +10 +5 Shadow Arsenal 4
18th +18/+13/+8 +6 +11 +6 Ninja Trick
19th +19/+14/+9 +6 +11 +6 Sneak Attack 7d6
20th +20/+15/+10 +6 +12 +6 Ninja Trick, Shadowy Arrest

Features

Weapon and Armor Proficiency

Shadow Warriors are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.

Shuriken Trick

The shadow warrior has been trained to quickdraw shuriken on her person, firing three at a time as one attack. This single attack may be directed at up to three targets, but the same roll is used for all three.

At level 5, as a quick action, the Shadow Warrior is able to conjure +1 shuriken out of shadow. The same rules apply for disbelieving as per Shadow Arsenal. At level 8, the shadow shuriken become +2, +3 at 10, +4 at 12, and +5 at 15. The shuriken vanish immediately at the end of the round after being thrown.

If the shadow warrior loses her Daisho, she will be unable to conjure shriken out of shadow until she regains the Daisho.

Ancestral Daisho

At second level, shadow warriors are given a Daisho which includes a masterwork katana and a masterwork wakizashi). The spirits of the Shadow Warrior Ancestors are connected to these blades, allowing the Shadow Warrior to use her Shadow Space, Shadow Arsenal and other Shadow abilities as she gains access to them.

At third level, as long as it pertains to the Shadow Warrior’s Daisho or any shadow weapon, she is considered to have access to Two-Weapon Fighting and Quick draw.

At fifth level, the Ancestral Warrior gains the ability to transform the blades of her weapons into shadowy form as a move action, allowing them to count as light weapons and, so long as the blades are in shadow form, the shadow warrior can attack insubstantial targets without any miss chance or reduction in damage done. However, excepting during a sneak attack, the first time each round that a corporeal creature is hit with one of these shadow weapons, that creature can attempt a Will save to disbelieve (DC =15 + twice the weapon’s enhancement bonus). On a failed check, the weapon damages normally. If the check is successful, all the weapon’s attacks that round against that creature do minimum damage and the creature gets a +4 on subsequent checks to disbelieve. The Shadow warrior may make the weapons fully corporeal as a free action.

The Shadow Warrior may spend time in prayer at some secluded place where she may sacrifice valuable items and gold in order to improve the Ancestral weapon. She must meet the minimum character level required for the improvement and spend eight hours kneeling and praying without food or rest per 1,000 gold sacrificed.

If the Shadow Warrior loses her swords, she is dishonored before her ancestors and cannot speak with them or use her Shadow Space, Shadow Arsenal or other Shadow powers until she retrieves the lost Daisho.

Weapon Bonus Total Sacrifice Required Minimum Character Level
+1 2,000gp 4th
+2 8,000 GP 7th
+3 18,000 GP 9th
+4 32,000 GP 11th
+5 50,000 GP 13th
+6* 72,000 GP 14th
+7* 98,000 GP 15th
+8* 128,000 GP 16th
+9* 162,000 GP 17th
+10* 200,000 GP 18th
      • A weapon can’t actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in. Example: A samurai who has a +4 katana can transform it into a +4 thundering katana with a sacrifice of 40,000 GP, since thundering is a special ability equivalent to a +2 bonus.

Ki Pool

At 2nd level, a shadow warrior gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the shadow warrior’s ki pool is equal to 1/2 her shadow warrior level + her charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, she can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, she can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. She can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If she possesses levels in another class that grants points to a ki pool, shadow warrior levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The shadow warrior can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Ninja Tricks

As a shadow warrior continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a shadow warrior gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd.

Unless otherwise noted, a shadow warrior cannot select an individual ninja trick more than once.

Shadow Arsenal (Su)

At level 3, Shadow Warriors gain access to an extra dimensional space in which weapons, given by the Ancestors, are stored. All are considered shadow weapons. These weapons are forged from insubstantial darkness using a combination of illusion and transmutation magic. As they are quasi-real, they deal less damage if an opponent realizes their shadowy nature.

The first time each round that a creature is fit with one of these shadow weapons, that creature can attempt a Will save to disbelieve (DC =15 + twice the weapon’s enhancement bonus). On a failed check, the weapon damages normally. If the check is successful, all the weapon’s attacks against that creature do minimum damage and the creature gets a +4 on subsequent checks to disbelieve.

The Shadow Warrior is considered proficient with the use of all shadow weapons and this will count as a prerequisite for any feats taken, though the shadow warrior will still be considered non proficient in the use of any non shadow weapons she is not proficient in.

The Arsenal cannot be accessed if the Shadow Warrior is in an area of bright light. She must at least hide in a shadow.

The user of the weapon gains +1 on attack rolls if the opponent is in dim light or darkness and adds +1 to the DC to disbelieve. In contrast, if the opponent is in bright light, the user of the weapon takes a -1 penalty on attack rolls and to the save DC to disbelieve the attack.

At levels 5, 9, 13 and 17, the Shadow Warrior is gifted with a weapon by the Ancestors, which appears in her Shadow Space for her to use. She is given a number of charges equal to half her level plus her charisma mod. Each weapon can be summoned with a standard action and comes with a full clip of ammo. Ammo for any weapon may be replenished at the cost of one charge. Once ammo is replenished for a single weapon, a charge is used up. If the Shadow Warrior has her own non shadow ammo, that may be used instead at no cost. Reload time for each weapon is as noted. The following table shows the weapons.

Arsenal Level Damage Critical Range Misfire Capacity Weight Type Special Cost
Quad Barreled Blunderbuss 5th 4d8 x2 10 ft.,15 ft. 1-2 4 12 lbs B and P 2 modes 1
+2 Rapid Repeater 9th 1d6 x3 20 ft. 1 12 5 lbs. P 6 dice per attack 2
+3 Rocket Cart (Hwacha) 13th 3d6, explosion 19-20x4 100 ft. 1-2 2 volleys 160 lbs. B and P and special 5d6 explosion, flames 1d6 per turn 3
+3 Sticky Bomb 13th 3d6, explosion 19-20x4 thrown 1-2 3 5 lbs B and S Motion Sensor 3
+4 Bomb Hurler 17th 1d6, explosion 50 ft. 1 3 8d6 explosion 4

Quad barreled blunderbuss

Can be fired in two ways: mode 1 is a focused shot in which all barrels fire at a single target at 10 ft incurring a -4 on each shot and knocking the target back as per Bull Rush rules; mode 2 fires from a single barrel for 1d8 damage. Can be loaded with bullets or pellets. Reloading each barrel takes a standard action.

Rapid repeater

You get two. Each gun fires six shots per round and has a twelve shots capacity. Half damage cone or -4 full damage focused on a target. Reloading each gun is a standard action.

+3 Rocket Cart

The Shadow Warrior actually gains access to a Rocket Cart which she can pull out of the shadows and fire in a direction. Positioning the Cart requires a standard action. The rocket volley fires in a 15’ wide line and has a range of 100 ft. Any target struck in the affected area takes 3d6 on impact, setting off an explosion that does 5d6 in a 15’ radius and ignites the area for 1d4 rounds. All entities in the ignited area take 1d6 fire damage per turn in the flames.

Sticky Bomb

Perhaps the sneakiest weapon in the Shadow Warrior’s arsenal, this is a small explosive device with eyes carves on all sides and coated with an alchemical adhesive, which will allow it to 'stick' to nearly any surface. Once attached to a floor, wall, ceiling, or even an enemy, there is a one round priming timer. Once this timer is set, the bomb will detonate when its shadowy spirit senses nearby movement within 10 feet. Just stick one on an enemy and watch the fun. Stealth DC to avoid detection is the Shadow Warrior’s level plus Charisma modifier.

Bomb hurler

This weapon launches out a bomb that will bounce 3 times before exploding. It is ideal for dealing death in hard to reach places like ledges, or around corners. It has a 20’ radius area of damage, so don't be too close when it detonates.

At its appearance or each time you summon additional ammo, you may specify the sort of bomb you use from the following list. (More may be added)

Type Damage Critical Radius Type Special
Concussion 3d6 x2 B non-lethal
Fragmentation 4d6 x2 B, P, S
Chemical x2 Acid Acid fog
Smoke N/A Smoke

Shadow Steps

At 6th level, a shadow warrior learns to move lightly in the shadows, barely touching the surface underneath her so long as she is in dim lightning, fog, or smoke. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using shadow steps, the shadow warrior ignores any mechanical traps that use a location-based trigger.

Shadow Blend

At level 8, in any illumination other than bright light, a shadow warrior blends into the shadows, giving her concealment (20% miss chance). A shadow warrior can suspend or resume this ability as a free action.

Master Tricks

At 10th level, and every two levels thereafter, a shadow warrior can select a master trick in place of a shadow warrior trick. Unless otherwise noted, a shadow warrior cannot select an individual ninja trick more than once.

Tricks marked with an asterisk (*) add effects to a shadow warrior’s sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.

Shadow Space

At level 11, for Half her level times per day, the Shadow Warrior may step into the extra dimensional space in which her shadow arsenal is stored. Except as otherwise noted, this works as ropetrick. This can only be done in an area of dim light or darkness. If the area is lighted, then the Shadow Warrior will be trapped in this Shadow Space until the exit is darkened again.

Those in the shadow space can see out of the space as if pulling open a narrow slit in a curtain, centered in the 5 foot square the Shadow Warrior deployed the entrance. To notice such an opening requires an opposed stealth check to the stealth check made to open the curtain carefully.

As the Shadow Warrior requires privacy to commune with the ancestors, she will most often use the Shadow Space to meditate and receive guidance. However, she may, if she wishes, grab hold of another creature or more and pull them with her into her shadow space. Otherwise, no one other than the Shadow Warrior may enter the space.

At level 12, while still inside the Shadow Space, the Shadow Warrior may relocate the exit to her Shadow Space to any spot of darkness she is able to see on the material plane from inside the Shadow Space.

Produce Shadow (Su)

At 12th level and above, the shadow warrior can pull shadow from her shadow space, and produce it when areas of dim light are needed. This functions as the spell darkness, except it drops all light conditions to dim light (and has no effect in dim light or darkness). Produced shadows negate any light spell of a level equal to or less than half the shadow warrior’s class level, and are themselves only negated by a light spell of higher level than half the shadow assassin’s class level. The shadow warrior can produce shadows for a number of rounds equal to her class level plus charisma modifier each day. The duration need not be used consecutively. The shadow warrior may produce shadows numerous times a day, as long as the total rounds used does not exceed her maximum. A shadow warrior may only have one shadow produced at a time, however. If a new shadow is produced, any older shadow dissipates.

Living Shadow (Su)

At 16th level and above, the shadow warrior can become a living shadow. This functions as the gaseous form spell, except the shadow warrior can still make attacks with shadow weapons. (All such attacks, including with the daisho, may be disbelieved with a successful check), and the shadow warrior can attack insubstantial targets without any miss chance or reduction in damage done. The shadow warrior must be in an area of dim or less lighting to become a living shadow, but may then travel freely into bright light while maintaining the form. The shadow assassin can maintain the living shadow form for a number of rounds equal to her class level plus charisma modifier each day. The duration need not be used consecutively. The shadow warrior may assume this form numerous times a day, as long as the total rounds used does not exceed her maximum. Living shadow requires a standard action to activate and a free action to dismiss.

Shadowy Arrest

At 20th level, the shadow warrior gains the ability to, as a move action, open a shadowy rift and send a target within 100 ft. + 10 ft./shadow warrior class level, upon a failed Will Save (DC 10+1/2 the shadow warrior’s class level + her Charisma modifier) as greater teleport to any location upon the same plane so long as the chosen location is housed in darkness or dim lighting. The target additionally, if failing their Will Save, will receive 200 points of negative energy damage as they are pulled through the portal.

This ability is typically used to quickly send wayward Onu back to their prison deep between Kab and Xibalba, but may be used anywhere else, even Xibalba, so long as it is a location that the Shadow Warrior knows of. Upon a successful save the shadowy rift fails to suck the target through, but the target will instead suffer 100 points of negative energy damage.

Afterwards, the target is immune to the effects of Shadowy Arrest for 24 hours.