Shadow Spy (3.5e Class)

 Minimum Level::0 Class Ability::Other Class Ability Progression::Other

Shadow Spy
Description: A shadow spy feels at home in the darkness, shadows, and otherwise "sketchy" environs. Often found consorting with rogues, mischievous bards, and other scoundrels, a shadow spy will fit in well as a sneaky addition to most adventuring parties. As shadow spies tend to favor chaos and neutrality, it is uncommon to find them in the service of a king (good or evil) as a spy, as you might find a rogue. Often adventuring for wealth, or perhaps just for the fun of it, these rogues can come from any walk of life; from fallen nobles, to common street beggars. Masters of their art, few are ever actually caught and sent to prison, and even fewer actually can be kept in the walls.

Characteristics: A shadow spy can effectively serve his party as both a ranged striker, and a melee striker. Having too few hit points to remain in melee combat for long, most step into combat, deliver serious damage, and then retreat back to a safe distance.

Races: Fire Elves are perhaps the most common shadow spy race, but Humans, Elves, and Half-Elves also can make fairly effective shadow spy. Half-Orcs can create an unusually effective melee shadow spy, but are often not intelligent enough to compete with others. Dwarves, and their cousins gnomes, are typically ill-suited for a shadow spy.

Shadow spies are often descendants of beings from the Plane of Shadow, granting them inherent abilities with teleportation and "ghosting". These abilities usually lead one to become a sneaky thief, though others learn to kill and assassinate. Others are people seeking powers, making a deal with a powerful shadow deity or sometimes a powerful shadow spy to be granted a shadow rebirth. They often owe a debt to a guild or even as a noble's personal spy and/or assassin.

If a guild sponsors a shadow rebirth until debt is paid off 10% of the shadow spy's earnings are paid to the guild. this does not go towards the debt. A common Debt is 10,000gp per level. This is also the cost of becoming a shadow spy later in levels converting all current levels into shadow spy levels.

Making a Shadow Spy
Shadow spies are notorious thieves, pickpockets, and occasionally assassins; as well as being charming and a people person.

Abilities: Dexterity and Intelligence are a shadow spy's most important attributes, Constitution is important as it is for classes, Charisma helps with a few shadow spy abilities, while Strength and Wisdom are negligible.

Races: Because of the speed inherent to this class the most common races that take this class are humans, elves, half-elves, and the occasional halfling. Gnomes, orcs, and dwarves rarely take this class.

Alignment: Shadow spies are never lawful and never good.

Multi-class: Shadow spies cannot multi-class for any reason. once becoming a shadow spy they go threw a shadow rebirth all class levels become converted to shadow spy levels and cannot have there class changed or modified even threw wishes or divine means.

Starting Age: Simple

Starting Gold: 5d4×10 (125 gp)

Class Features
All of the following are class features of the shadow spy.

Weapon and Armor Proficiency: Shadow spies are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short bow, and short sword. Shadow Spies are proficient with light armor, but not with shields.

 : A shadow spy wields weapons crafted from their shadow gems. As a swift (mental) action, a shadow spy may create any simple or martial, light or one-handed weapon. This weapon is considered weightless and is considered magical for the purpose of damage reduction. The shadow spy applies his Intelligence bonus (if any) to all attack and damage rolls with his shadow weapon instead of Strength. The shadow weapon is can't be dispelled by dispel magic and similar spells. If the shadow weapon leaves the shadow spy's hands it dissipates in 2 rounds. A shadow spy may dissipate the shadow weapon as a free action. A shadow weapon that has been dispelled or dissipates cannot be created for 1d4 rounds. The shadow spy may choose to take a standard action to change the shape of his shadow weapon to another appropriate weapon, this provokes attacks of opportunity.

 : If a shadow spy can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The shadow spy's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the shadow spy flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three shadow spy levels thereafter. Should the shadow spy score a critical hit with a sneak attack, this extra damage is multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a Shadow Spies can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A Shadow Spy's can sneak attack only 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 sneak attacks. The Shadow Spy 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 spy cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

 : Shadow spy can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it.

Shadow spy can also use the Disable Device skill to disarm magic traps. A magical trap generally has a DC of 25 + the level of the spell used to create it.

A shadow spy who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Shadow Blend the shadow spy gains a bonus when in a shadow, low light or darkness equal to his/her's intelligence modifier (if any) to hide, move silently and spot rolls.

 : Starting at 2nd level, a shadow spy can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.

 : At 3rd level and higher, a shadow spy 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 shadow spy is wearing light armor or no armor. A helpless shadow spy does not gain the benefit of evasion. Furthermore, A shadow spy of 12th level or higher may take this opportunity to use a shadow slide and leave the area of effect, assuming it is within the range of their standard slide, should they choose (ie. A 14th level shadow spy who successfully avoids a fireball spell may jump to the outer edge of the blast, as a free immediate action, because the maximum range of his jump is 55 feet, and the diameter of the fireball is only 40 feet. He may also jump to the side of a 100' line of lightning, but as 100' is further than his maximum jump, he may not jump to the end of the line of lightning. He may not jump to another point within the area of effect, or to an occupied space under any condition. He may also choose to stay within the area of effect and take no damage, should he wish.).

 : At 3rd level shadow spy can see in darkness of any sort, even magical darkness.

 : At 5th level, a shadow spy can use dimension slide as a spell-like ability at will. This works just like the psionic power, except that they must start and end in a shadow conceivably large enough for them to fit through (ie. A half-orc shadow spy could not expect to jump into or out of the shadow cast by a common house cat, unless the lighting was just so). A shadow spy can start in their own shadow and end in someone else's shadow. It is equally possible to dive into a moving shadow(like one cast by a galloping horse), or come out of a moving shadow. It is up to the DM to discern the appropriate check for such an event (Failing such a check would imply that you "missed" the shadow, and therefore remain standing, or prone, where the shadow was. It is impossible to "miss" the exit shadow.). Should an acceptable shadow not be within range, nothing happens. At 11th level a shadow spy gets Improved Shadow Step. This functions as Shadow Step, but is a move action, as opposed to a standard action.

 : At 6th level, when you have an opponent with their back against a wall, you may use their shadow against them to let you flank.

 : A shadow spy of 9th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more Shadow spy levels than the target does. Levels in classes that provide Uncanny Dodge, like barbarian and rogue can be counted as shadow spy levels for determining the required level to flank a shadow spy(ie a 13th level Rogue/Barbarian could flank an 9th level shadow spy). If a character already has uncanny dodge (see above) from a different class, the character automatically gains improved uncanny dodge at level 2, and the levels from the classes that grant uncanny dodge stack to determine the minimum Shadow spy level required to flank the character.

Improved Evasion (Ex):This ability works like evasion, except that while the shadow spy still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless shadow spy does not gain the benefit of improved evasion.

 : At level 12 a shadow spy can grapple the shadow cast by an enemy, rather than the actual enemy. The shadow has the same base attack bonus and size modifier as the opponent, but only half the Strength score (rounded down). For example, Ulric, the 8th level human fighter with 18 STR, would have a shadow with a base attack bonus of +8, no special grapple size bonus, and a Strength score of 9. Ulric's Grapple bonus would be +12, his shadow's would be only +7. When grappling a shadow, you must be in the same square as the shadow, and adjacent to the person casting the shadow. All other rules for grappling apply as normal.

 : At 18h level a shadow spy has gained the power temporarily disrupt shadows. He may utilize this to "pull the shadow out from under someone" and make a trip attempt. He must be within 30 of the target, and have line of sight, to attempt this. A shadow trip is a standard action that provokes an attack of opportunity only from the target. If he loses, the defender may not to try to trip him in return.

 : Every shadow spy has a shadow gem embedded somewhere on his body (usually the wrist or the back of the palm), that powers his shadow weapon and abilities. If the gem is ever removed, the shadow spy loses his abilities and becomes an ex-shadow spy until it's retrieved(see below). For every day after the first, the shadow spy loses 1 point of Constitution. Upon reaching 0 points of Constitution this way, the shadow spy dies. This ability loss is not revers able in any way save retrieving the shadow gem or a wish spell. If a shadow spy is killed the shadow gem always remains. The gem may be used in any spell to bring back the dead as if the healer had the full body intact. Also, any shadow gem of a dead shadow spy that has been in the possession of a creature or humanoid for a week reveals sentience and functions as an intelligent object with ability scores equal to those it had in life. Unlike most intelligent objects, the shadow gem only gains the abilities of speech and telepathy to whom it is attuned to. If a shadow gem is being used instead of the shadow spy's body in a raise dead or similar spell, the healer counts the body as only 6 hours dead. A Shadow Spy brought back this way loses an additional level upon once again obtaining life (even if he wouldn't have lost a level to begin with).

 : Upon reaching 2nd level and every even level beyond that up to 18, the shadow spy learns special abilities known as shadow secrets. These secrets come in ranks of lesser, moderate, and greater secrets. The first 3 shadow secrets a shadow spy learns come from the lesser secrets list. The 4th, 5th, and 6th secrets come from either the lesser or moderate secret lists. The 7th, 8th, and 9th secrets can be of any list. Once a secret is learned it cannot be reversed. The secret lists follow.

Lesser Secrets
 * Darkness The shadow spy may use darkness as a spell-like ability 6 times per day. This secret may be learned multiple times.
 * Flying Shadow Weapon The shadow spy's shadow weapon gains the throwing and returning properties for rounds equal to his class level up to 2 times per day. The range increment is 10ft + 10ft/point of Int. bonus. If the weapon already has a range, this is added to it. This secret may be learned multiple times.
 * Exotic Shadow Weapon This secret allows the shadow spy to choose one light or one-handed exotic weapon. He may now form this weapon as a shadow weapon. He does not gain the Exotic Weapon Proficiency feat for the weapon but is proficient with it's shadow form. This secret may be learned multiple times.
 * Weapon Focus (Shadow Weapon) The shadow spy gains Weapon Focus (Shadow Weapon) as a bonus feat.
 * Weapon Specialization (Shadow Weapon) The shadow spy gains Weapon Specialization (Shadow Weapon) as a bonus feat. The shadow spy must have Weapon Focus (Shadow Weapon) to gain this secret.
 * Cleave (Shadow Weapon) The shadow spy is considered to have the Cleave feat when attacking with his shadow weapon.
 * Dual Shadow Weapon The shadow spy can form one shadow weapon in each hand. He is considered to have the Two-Weapon Fighting feat when fighting with his shadow weapons. The off-hand shadow weapon is always considered light.

Moderate Secrets
 * Intelligent Being Once per day the shadow spy may double his Intelligence bonus for a number of rounds equal to half his class level rounded down. This secret does not stack with other ability raising effects. This secret may be learned multiple times.
 * Dancing Shadow Weapon Once per day the shadow spy can choose to give a shadow weapon the dancing ability for a number of rounds equal to half his class level. While this effect is active, the shadow weapon will not dissipate until the dancing ability wears off. During this time, the shadow spy cannot create another shadow weapon unless he has the Dual Shadow Weapon secret. This secret can be learned multiple times.
 * Shadow Protection The shadow spy gains damage reduction 5/slashing, bludgeoning, or piercing (player's choice) +magic. This secret can be learned multiple times, each time increasing the DR by 5.
 * Shadow Shift Once per day the shadow spy may teleport up to 100 miles +10 miles/point of Intelligence bonus. This otherwise functions like the teleport spell. This secret may be learned multiple times.
 * Spring Attack (Shadow Weapon) As long as the shadow spy is holding only shadow weapons, he is treated as having the Spring Attack feat.
 * Improved Two-Weapon Fighting (Shadow Weapon) The shadow spy is treated as having the Improved Two-Weapon Fighting feat while wielding two shadow weapons. The shadow spy must have the Two-Weapon Fighting feat or it's shadow version to gain this secret.
 * Great Cleave (Shadow Weapon) The shadow spy is considered to have the Great Cleave feat while wielding shadow weapons. The shadow spy must have either the Cleave feat or the shadow version to gain this secret.

Greater Secrets
 * Greater Intelligence Once per day the shadow spy may triple his Intelligence bonus for a number of rounds equal to half his class level rounded down. This secret does not stack with other ability raising effects. This secret may be learned multiple times.
 * Spell Reflection (Shadow Weapon) Once per day the shadow spy may use his shadow weapon to reflect a spell targeting himself back at the caster. The maximum spell level reflected is equal to half his class levels. Example: A level 14 shadow spy can reflect level 7 or lower spells. This secret may be learned multiple times.
 * Greater Shadow Weapon The shadow spy gains Greater Weapon Specialization (Shadow Weapon) and Greater Weapon Focus (Shadow Weapon) as bonus feats. The shadow spy must have Weapon Focus and Weapon Specialization (Shadow Weapon) to gain this secret.
 * Greater Two-Weapon Fighting (Shadow Weapon) While wielding two shadow weapons, the shadow spy is considered to have the Greater Two-Weapon Fighting feat. The shadow spy must either have the Improved Two-Weapon Fighting feat or it's shadow weapon version to gain the secret.
 * Whirlwind Attack (Shadow Weapon) The shadow spy is considered to have Whirlwind Attack as long as he holds only shadow weapons. The shadow spy must have the Spring Attack feat or it's shadow version to gain this secret.
 * Meld Into Shadow The shadow spy can become incorporeal for rounds equal to half his class level 3 times per day. This secret may be learned multiple times.

Human Shadow Spy Starting Package
Armor: Leather Armor.

Skill Selection: Pick a number of skills equal to 8 + Int modifier.

Feat: Extreme Training.

Bonus Feats: Improved Initiative.

Gear: 50 feet of silk rope, backpack, water skin, flint and steel, 1 day of trail rations, bedroll, hooded lantern, 4 pints of oil, thieves' tools.

Gold: 41 gp.

Playing a Shadow Spy
Religion: Olidammara, being the typical god of rogues, is the most common deity of shadow spies. However, atheism is also common among shadow spies, or the one who granted them there power.

Other Classes: Shadow spies deal well with other scoundrels, namely bards and rogues. Due to their chaotic tendencies they often don't get along astoundingly well with clerics and paladins, however in an adventuring party anything can happen.distrusts all good characters and often will not aid a paladin in need without direct benefits.

Combat: likes to catch enemy off guard for sneak attack or flanking.

Advancement: once a shadow spy always a shadow spy. this is what and who they are and always will be.

Shadow Spies in the World
"now that you see me it is too late for you."

Daily Life: Shadow Spies spend their days, or more accurately their nights, roaming the streets. Burglary, murder, and racketeering are more like badges of honor than criminal convictions. However, the best shadow spies live comfortably and totally under the radar of local authorities..

Notables: being a known spy wouldn't make you a very good one now would it.

Organizations: Thieves Guild or mercenary Guilds is where you would see one maybe, but they would look like any other scoundrel.

NPC Reactions: Unless a NPC has seen a shadow spy preform a shadow step or a shadow strike they are likely to just think of them as a typical rogue. After witnessing such a feat; however, a great respect, and a bit of fear, develops.

Shadow Spy Lore
Characters with ranks in some appropriate skill can research shadow spy to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Shadow Spies in the Game
Shadow Spies replace a rogue mainly.

Adaptation: a modified shade blade and shadow rogue for better balance and mechanics.