Shadow Walker
1 Darkvision +60 ft.
2 Shadow veil +2
3 Expeditious retreat 1/day
4 Shadow jump 10 ft.
5 Blur 1/day
6 Shadow veil +4
7 Undetectable alignment 1/day
8 Shadow jump 20 ft.
9 Displacement 1/day
10 Shadow veil +6
11 Hide in plain sight
12 Shadow jump 30 ft.
13 Expeditius retreat 2/day
14 Shadow veil +8
15 Blur 2/day
16 Shadow jump 40 ft.
17 Undetactable alignment 2/day
18 Shadow veil +10
19 Displacement 2/day
20 Shadow jump 50 ft.
Shadow Veil: The shadow walker seems to blend into the shadows more easily than others, covering himself with a veil of darkness. He gains the listed bonus to all Hide checks.
Shadow jump (Su): A shadow walker can become one with the shadows, stepping into and travelling through them as if they were rivers of darkness. The shadow walker can move the distance shown as a standard action, bypassing any barriers as if they did not exist, so long as he begins and ends his jump in shadowed areas. Thus, a character hiding behind a boulder could shadow jump to the other side of the boulder to avoid searching foes. Moving in this way never provokes attacks of opportunity.
The shadow walker must be unrestrained (and able to actually “step into” the shadows) in order to use his shadow jump ability. If he is chained, grappled, pinned, or paralyzed he must first escape his bonds, succeed at an opposed grapple check, escape the pin, or somehow remove the paralysis before using his ability.
Hide in Plain Sight: At 11th level the shadow walker can use the Hide skill even while being observed and even if there is nothing to actually hide behind. The shadow walker may use the ability (hiding even while observed) any time he is in shadowy or darker illumination.
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Weaselkin Racial Levels
Class Skills: the weaselkin’s class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Listen (Wis), Sneak (Dex), Search (Int), and Spot (Wis).
See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Hit Dice: 2 + Int modifier.
Lvl BAB Fort Ref Will Special
1 +0 +0 +2 +0 Walk of the weasel , +1 Dexterity
2 +1 +0 +3 +0 +1 Wisdom, Climb speed +10 feet, Spell like abilities
3 +2 +1 +3 +1 Walk of the weasel 2, +1 Dexterity
4 +3 +1 +4 +1 + 1 Dexterity, Climb speed + 20 feet, Bite (1d6), Scent
5 +3 +1 +4 +1 Walk of the weasel 3, +1 Charisma, +1 Constitution
6 +4 +2 +5 +2 + 1 Dexterity, Track, Weapon Specialization (Bite)
Walk of the weasel : Able to sneak around almost undetected as its wild kin, the weaselkin character gains a bonus on is and Climb Sneak skill checks of +2 at level, +4 at level 3 et +6 at level 5
Spell like abilities : The Weaselkin can cast Acrobatics, Animate Rope et Jump 1/day each
Acrobatics
(Transmutation)
Level: 1
Casting Time: Standard action
Range: Personal
Target: You
Duration: 10 minutes/level
You gain a +5 competence bonus to Balance, Climb, Jump, and Tumble checks.
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