The Shadowstalker
The Cainites were once masters of stealth. Moving swiftly and silently, they blended perfectly with the shadows around them, earning them the nickname of 'darklings'. So perfect was their stealth that they were considered the ultimate spies, and they were nearly undefeatable in combat. When Cainis and Revian opened their borders, their secrets gradually migrated out to the world at large, and now no shadow is safe.

Hit Die: d8

Requirements

The following are all required to become a Shadowstalker.

Skills: Move Silently 8 ranks, Hide 10 ranks. Feats: Combat Reflexes, Dodge, Mobility.

Table: The Shadowstalker
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Hide in Shadows
2nd +1 +0 +3 +0 Evasion, darkvision, uncanny dodge
3rd +2 +1 +3 +1 Shadow illusion
4th +3 +1 +4 +1 Shadow jump 20 ft.
5th +3 +1 +4 +1 Defensive roll, improved uncanny dodge
6th +4 +2 +5 +2 Shadow jump 40 ft.
7th +5 +2 +5 +2 Slippery mind
8th +6 +2 +6 +2 Shadow jump 80 ft.
9th +6 +3 +6 +3 Summon shadow
10th +7 +3 +7 +3 Shadow jump 160 ft., improved evasion

Class Skills

The shadowstalker’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).

Skill Points at Each Level: 6 + Int modifier.

Class Features

All of the following are features of the shadowstalker prestige class.

Weapon and Armor Proficiency

Shadowstalkers 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. Shadowstalkers are proficient with light armor but not with shields.

Hide in Shadows (Su)

A shadowstalker can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a shadowstalker can hide himself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Evasion (Ex)

At 2nd level and higher, a shadowstalker can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the shadowstalker is wearing light armor or no armor. A helpless shadowstalker does not gain the benefit of evasion.

Darkvision (Su)

At 2nd level, a shadowstalker can see in the dark as though he were permanently under the effect of a darkvision spell.

Uncanny Dodge (Ex)

Starting at 2nd level, a shadowstalker retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Shadow Illusion (Sp)

When a shadowstalker reaches 3rd level, he can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.

Shadow Jump (Su)

At 4th level, a shadowstalker gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowstalker 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 shadowstalker can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 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 shadowstalker 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), he can attempt to roll with the damage. He makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. He must be aware of the attack and able to react to it in order to execute his defensive roll. If he is in a situation that would deny him any Dexterity bonus to AC, he can’t attempt a defensive roll.

Improved Uncanny Dodge (Ex)

At 5th level, a shadowstalker can no longer be flanked. This defense denies freelancers the ability to use flank attacks to sneak attack the shadowstalker. The exception to this defense is that a freelancer at least four levels higher than the shadowstalker can flank him (and thus sneak attack him).

If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum freelancer level required to flank the character.

Slippery Mind (Ex)

At 7th level, if a shadowstalker is affected by an enchantment and fails his saving throw, 1 round later he can attempt his saving throw again. He only gets this one extra chance to succeed at his saving throw. If it fails as well, the spell’s effects occur normally.

Summon Shadow (Su)

At 9th level, a shadowstalker's affinity with darkness is such that he can summon an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowstalker, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowstalker and can communicate intelligibly with the shadowstalker. The shadow companion's HD are 4 greater than normal.

If a shadow companion is destroyed, or the shadowstalker chooses to dismiss it, the shadowstalker must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowstalker loses 200 experience points per shadowstalker level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowstalker’s XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Improved Evasion (Ex)

This ability, gained at 10th level, works like evasion (see above). A shadowstalker takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, he takes only half damage even if he fails his saving throw.