Hand Of Shadow (3.5e Class)

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Author: Zhenra-Khal (talk)
Date Created: 10/2/2016
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A master of shadow who uses martial maneuvers from the Shadow Hand, Diamond Mind and Iron Heart disciplines, and up to 4th-level arcane spells. 20 1 Moderate Poor Good Good

Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Martial Maneuvers,
"Sneak Attack." is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Other


Hand Of Shadow[edit]

Combining training in the Shadow Hand discipline with shadow magic and trickery, the Hands of Shadow focus on well-placed blows and agility.

Making a Hand Of Shadow[edit]

Hands Of Shadow are very good at filling the Scout role, getting in and out without being noticed. They can deal with traps and locks, as well as being a mobile force on the battlefield to be reckoned with via their maneuvers. Finally, they can also cast spells, granting themselves or their allies boosts.

Abilities: Dexterity and Intelligence are the Hand of Shadow's primary ability scores, as they govern their armor class, save DCs, spellcasting and other things. Strength and Charosma are good secondary ability scores.

Races: Any race can become a Hand of Shadow, but Drow and Tieflings are by far the most common to walk this dark path.

Alignment: Any.

Starting Gold: 3d4×10 gp (75 gp).

Starting Age: Moderate.

Table: The Hand Of Shadow

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special ManeuversToB Shadow Flurry Attack Bonus
Fort Ref Will Maneuvers Known Maneuvers Readied Stances Known
1st +0 +0 +2 +2 Sneak Attack +1d6, Trapfinding, Shadowblade Style, Dodging Shadow, Cunning Shadow, Shadow Flurry 3 3 1 -2/-2
2nd +1 +0 +3 +3 Evasion, Twin Shadow, Cloaked Casting (+1 DC) 4 3 1 –1/–1
3rd +2 +1 +3 +3 Skirmish +1d6/+1, Poison Use, Surprise Casting 4 3 2 +0/+0
4th +3 +1 +4 +4 Uncanny Dodge, Mobile Shadow, Shadow Channeling (Standard attack) 5 3 2 +1/+1
5th +3 +1 +4 +4 Sneak Attack +2d6, Shadow Veil 5 4 3 +2/+2
6th +4 +2 +5 +5 Shadow Jump 20ft, Springing Shadow, Surprise Casting (Move Action) 7 4 3 +3/+3
7th +5 +2 +5 +5 Skirmish +2d6/+1, Improved Twin Shadow 7 4 4 +4/+4
8th +6/+1 +2 +6 +6 Pouncing Shadow, Cloaked Casting (+2 to overcome SR) 8 5 4 +5/+5/+0
9th +6/+1 +3 +6 +6 Sneak Attack +3d6, Face-Changer 8 5 5 +6/+6/+1
10th +7/+2 +3 +7 +7 Shadow Jump 40ft, Sweeping Shadow 9 5 5 +7/+7/+2
11th +8/+3 +3 +7 +7 Skirmish +2d6/+2, Umbral Shroud 9 6 6 +8/+8/+8/+3
12th +9/+4 +4 +8 +8 Bounding Shadow, Cloaked Casting (+2 DC) 11 6 6 +9/+9/+9/+4
13th +9/+4 +4 +8 +8 Sneak Attack +4d6, Greater Twin Shadow 11 6 7 +9/+9/+9/+4
14th +10/+5 +4 +9 +9 Shadow Jump 80ft 12 7 7 +10/+10/+10/+5
15th +11/+6/+1 +5 +9 +9 Skirmish +3d6/+2, Shadow Channeling (Full attack) 12 7 8 +11/+11/+11/+6/+1
16th +12/+7/+2 +5 +10 +10 Whirling Shadow 13 7 8 +12/+12/+12/+7/+2
17th +12/+7/+2 +5 +10 +10 Sneak Attack +5d6 13 8 9 +12/+12/+12/+7/+2
18th +13/+8/+3 +6 +11 +11 Shadow Jump 160ft, Rapid Shadow 15 8 9 +13/+13/+13/+8/+3
19th +14/+9/+4 +6 +11 +11 Death Attack, Greater Sweeping Shadow 15 8 10 +14/+14/+14/+9/+4
20th +15/+10/+5 +6 +12 +12 Perfect Twin Shadow, Perfect Shadow Style, Cloaked Casting (Overcomes SR), Skirmish +3d6/+3 16 9 10 +15/+15/+15/+10/+5

Class Skills (4 + Int modifier per level.)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Hand of Shadow.

Weapon and Armor Proficiency: Hands of Shadow are proficient with all simple weapons, plus the bastard sword, hand crossbow, rapier, sai, sap, siangham, scimitar, shortbow, short sword and spiked chain. They are proficient with light armor, but not with shields.

Maneuvers: At first level, you learn three maneuvers, chosen from the Diamond Mind, Iron Heart or Shadow Hand Disciplines. At 2nd, 4th, 8th, 10, 14th, 16th and 20th level, you gain an additional new maneuver known from any of these schools, and at 6th, 12th, and 18th level, you learn two new maneuvers, chosen from these disciplines. You must meet a maneuver’s prerequisites to learn it. You add your full Hand Of Shadow class level to your initiator level to determine your total initiator level and your highest-level maneuvers known. You can ready all 3 maneuvers you know at 1st level, but as you gain power, you must choose which maneuvers to prepare. At 5th, 8th, 11th, 14th, 17th and 20th levels, you gain an additional maneuver readied per day. The Hand of Shadow recovery method is unique; By spending a standard action, the Hand can regain a number of expended maneuvers equal to their Intelligence Bonus but not exceeding their Class Level, or by spending an entire round focusing, they can regain all of their expended maneuvers.

'Stances Known: At 1st level and every 2 levels thereafter, you learn a new martial stance, chosen from the Diamond mind, Iron Heart or Shadow Hand Discipline. You must meet a stance’s prerequisite to learn it.

Spells: Hands of Shadow can cast a small number of Arcane spells, starting at 1st level. The Hand of Shadow must have an intelligence score of at least 10 + the spell's level in order to cast it, and the saving throw DC for any Hand of Shadow spell is 10 + the spell's level + the Hand's Intelligence modifier. Hands of Shadow also gain bonus spells per day for a high Intelligence, but not bonus spells prepared. Hands of Shadow have a unique method for casting preparing spells - They keep a spellbook like a Wizard, and prepare spells, but they may divide their spells per day between their prepared spells as they wish, making them effectively a spontaneous caster; Their spells per day, spells known and spells prepared are all shown on the table below. Hands of Shadow do not incur arcane spell failure from light armor, but still incur failure from shields and all heavier forms of armor. Hands of Shadow draw their spells from the following list:


1st—Accelerated Movement, Alarm, Bane, Bestow Wound, Blade of Blood, Cause Fear, Cloak Of Dark Power, Charm Person, Chill Touch, Color Spray, Detect Alignment, Detect Secret Doors, Disguise Self, Divine Favor, Doom, Endure Elements, Erase, Expeditious Retreat, Feather Fall, Grave Strike, Greater Mage Hand, Grease, Hypnotism, Inflict Light Wounds, Lesser Deflect, Lightfoot, Mage Armor, Magic Missile, Magic Weapon, Net of Shadows, Obscuring Mist, Protection From Alignment, Shield, Silent Image, Sleep, Stupor, True Strike, Ventriloquism, Winter Chill, Whelm.

2nd—Absorb Weapon, Arcane Lock, Bear's Endurance, Belker Claws, Bladeweave, Blast of Force, Blindness/Deafness, Blindsight, Blur, Boneblast, Bull's Strength, Cat's Grace, Claws of Darkness, Creeping Cold, Curse of Ill Fortune, Curse of Impending Blades, Dance of Ruin, Darkness, Darkvision, Death Armor, Death Knell, Deflect, Detect Thoughts, Dimension Hop, Eagle's Splendor, Find Traps, Fog Cloud, Fox's Cunning, Ghoul Touch, Glitterdust, Hold Person, Hypnotic Pattern, Ice Knife, Inflict Moderate Wounds, Insidious Insight, Invisibility, Knock, Levitate, Locate Object, Minor Image, Mirror Image, Misdirection, Obscure Object, Owl's Wisdom, Phantom Trap, Protection From Arrows, Quick March, Scourge of Force, See Invisibility, Shadow Mask, Shadow Spray, Silence, Snake's Swiftness, Spectral Hand, Spell Shield, Spider Climb, Sure Strike, Swift Haste, Swift Invisibility, Theskyn's Hearty Heave, Touch of Idiocy, Touch of Madness, Ray of Ice, Resist Energy, Undetectable Alignment, Veil of Shadow, Web, Whelming Blast, Whispering Wind, Whirling Blade, Woodland Veil, Wracking Touch, Wraithstrike.

3rd—Auspicious Odds, Arcane Sight, Bestow Curse, Blacklight, Blink, Boneblade, Chain Missile, Clairaudience/Clairvoyance, Contagion, Curse of Petty Failing, Curse of the Putrid Husk, Deep Slumber, Deeper Darkness, Deeper Darkvision, Dispel Magic, Dispelling Touch, Displacement, Dread Word, Energy Aegis, Energy Surge, Greater Mage Armor, Halt, Haste, Illusory Script, Inflict Serious Wounds, Invisibility Sphere, Invisibility Purge, Keen Edge, Legion's Snake's Swiftness, Magic Circle Against Alignment, Major Image, Mass Mage Armor, Mystic Lash, Nondetection, Protection From Energy, Ray of Exhaustion, Regroup, Ring of Blades, Shadow Phase, Shockwave, Slashing Darkness, Slow, Suggestion, Tongues, Vampiric Touch, Vile Lance.

4th—Abyssal Might, Arcane Eye, Armor of Darkness, Assassin's Darkness, Backlash, Black Tentacles, Charm Monster, Confusion, Crushing Despair, Cursed Blade, Damning Darkness, Darkbolt, Death Ward, Detect Scrying, Dimension Door, Dimensional Anchor, Discern Lies, Dismissal, Divine Power, Dread Blast, Ebon Ray of Doom, Enervation, Fear, Force Claw, Force Missile, Forceward, Forcewave, Freedom of Movement, Greater Creeping Cold, Greater Invisibility, Greater Magic Weapon, Greater Mirror Image, Grimwald's Greymantle, Heart Ripper, Inflict Critical Wounds, Legion's Curse Of Imprending Blades, Locate Creature, Mass Whelm, Mystic Aegis, Neutralize Poison, Orb of Force, Phantasmal Killer, Poison, Rainbow Pattern, Sakkratar's Triple Strike, Scrying, Shadow Conjuration, Shadow Form, Slashing Dispel, Solid Fog, Stoneskin, Sword of Deception, Toxic Weapon, Unseen Strike.


Table: Hand of Shadow Spellcasting

Level Spells per Day Spells Known Spells Prepared
1st 2nd 3rd 4th 1st 2nd 3rd 4th 1st 2nd 3rd 4th
1st 2 3 1
2nd 2 3 1
3rd 3 3 2
4th 3 1 4 3 2 1
5th 4 2 4 3 3 1
6th 4 2 4 3 3 2
7th 5 3 5 4 4 2
8th 5 3 1 5 4 3 4 3 1
9th 7 5 2 5 4 3 5 3 1
10th 7 5 2 6 5 3 5 4 2
11th 8 6 3 6 5 4 6 4 2
12th 8 6 3 1 6 5 4 3 6 5 3 1
13th 9 7 4 2 7 6 4 3 7 5 3 1
14th 10 7 4 2 7 6 5 3 7 6 4 2
15th 10 8 5 3 7 6 5 4 7 6 4 2
16th 10 8 5 3 8 7 5 4 7 7 5 3
17th 10 9 6 4 8 7 6 4 7 7 5 3
18th 10 9 6 4 8 7 6 5 7 7 6 4
19th 10 10 7 5 9 8 6 5 7 7 6 4
20th 10 10 7 5 9 8 7 5 7 7 7 5


Sneak Attack (Ex): Beginning at first level, the Hand of Shadow learns to trike foes in vital places when they're caught unawares. This is the same as the Rogue class feature of the same name, and stacks with all other sources of Sneak Attack. However, the Sneak Attack can be made with any weapon considered a Shadow Hand discipline weapon, even if it is not normally considered a light weapon. Another dice is gained every other odd-numbered level after first (5th, 9th, 13th, etc.)

Trapfinding (Ex): As the Rogue class feature of the same name.

Skirmish (Ex): The Hand of Shadow's training also allows them to utilize their mobility to its fullest. This is the same as the Scout class feature of the same name, and stacks with Skirmish from all other sources.

Shadowblade Style (Ex): The hallmark ability of the Hand of Shadow is the Shadowblade Style. You are considered in Shadowblade Style when wearing light or no armor, carrying no more than a Light load, and wielding a Shadow Hand discipline weapon (dagger, short sword, sai, siangham, unarmed strike, or spiked chain) in one or both hands. While in Shadowblade Style, you add your Intelligence bonus as a Dodge bonus to your Armor Class, and may add one point of Intelligence bonus per class level to your Reflex and Will saving throws.

Shadow Training (Ex): At certain levels, marked on the table, you gain abilities that only function as long as you are in Shadowblade Style (See above). If a Shadow Training ability mimics a feat, you gain it whether you meet the prerequisites or not.

Dodging Shadow: At 1st level, you gain the benefits of the Dodge feat as long as you are in Shadowblade Style, allowing you to designate one foe each round and gain a +1 Dodge bonus to armor class against attacks made by that foe until you change which foe the ability applies to. When in a Shadow Hand stance, you may increase this Dodge bonus by a number equal to your Intelligence bonus.

Twin Shadow: At 2nd level, you gain the benefits of the Two-Weapon Fighting feat as long as you are in Shadowblade Style, reducing your attack penalties when wielding two weapons. This reduces the penalty with your main hand by -2, and with your off-hand by -6; Thus, you take a -4/-4 penalty when using a one-handed weapon in your off-hand, or a -2/-2 penalty when using a light weapon in your off-hand, rather than the normal -6/-10.

Mobile Shadow: At 4th level, you gain the benefits of the Mobility feat as long as you are in Shadowblade Style, granting you a +4 Dodge bonus to AC against attacks of opportunity provoked by movement. When in a Shadow Hand stance, you may increase this Dodge bonus by a number equal to your Intelligence bonus.

Springing Shadow: At 6th level, you gain the benefits of the Spring Attack feat as long as you are in Shadowblade Style, allowing you make one attack and move up to your movement speed, as long as you move at least 5 feet before and after the attack.

Improved Twin Shadow: At 7th level, you gain the benefits of the Improved Two-Weapon Fighting feat as long as you are in Shadowblade Style, allowing you to make a second attack with your off-hand weapon, albeit at a -5 penalty.

Pouncing Shadow: At 8th level, you gain the benefits of the Pounce ability, allowing you to make a full attack at the end of a charge rather than a single attack, as long as you are in Shadowblade Style. This full attack includes extra attacks from Shadow Flurry and from offhand weapons, similarly to the Two-Weapon Pounce feat.

Sweeping Shadow: At 10th level, You gain the benefits of the Sweeping Strike ability (As the War Mind class feature of the same name) as long as you are in Shadowblade Style, allowing you to hit two foes with each attack you make (Including attacks from Haste or the Cleave feat) as long as both foes are adjacent to both you and each other.

Bounding Shadow: At 12th level, you gain the benefits of the Bounding Assault feat as long as you are in Shadowblade Style, allowing you a second attack (At a -5 penalty) when you use your Spring Attack ability.

Greater Twin Shadow: At 13th level, you gain the benefits of the Greater Two-Weapon Fighting feat as long as you are in Shadowblade Style, allowing you a third attack with your offhand weapon, at a -10 penalty.

Whirling Shadow: At 16th level, you gain the benefits of the Whirlwind Attack feat as long as you are in Shadowblade Style, allowing you to foego your normal attacks in order to make an attack against each foe adjacent to you.

Rapid Shadow: At 18th level, you gain the benefits of the Rapid Blitz feat as long as you are in Shadowblade Style, allowing you a third attack (At a -10 penalty) when you use your Spring Attack ability.

Greater Sweeping Shadow: At 19th level, you gain an improvement to your Sweeping Strike ability; Your attacks may now hit a third foe as long as it is adjacent to both you and one of the foes already affected by your Sweeping Strike. You only gain this benefit as long as you are in Shadowblade Style.

Perfect Twin Shadow: At 20th level, you gain the benefits of the Perfect Two-Weapon Fighting feat as long as you are in Shadowblade Style, allowing you to attack with your off-hand as many times as with your main hand.


Cunning Shadow (Ex): While in Shadowblade Style, you may use your Intelligence modifier in place of your Strength or Wisdom modifier for the purposes of determining the saving throw DC of your maneuvers. While in both Shadowblade Style and a Shadow Hand stance, you may use your Intelligence bonus in place of your Strength or Dexterity bonus for attack rolls made with Shadow Hand weapons, and you may add your Intelligence bonus to damage rolls with Shadow Hand weapons, but this extra damage is precision-based and creatures immune to Sneak Attack, critical hits and other forms of precision damage are immune to this extra damage as well. This class feature counts as the Weapon Finesse feat for the purposes of qualifying for feats and prestige classes.

Shadow Flurry (Ex): While is Shadowblade style and making a full attack, you may make one extra mainhand attack at your full attack bonus, but take a -2 penalty on that attack and all other attacks made until the beginning of your next turn. At 5th level, the penalty to attack rolls lessens to -1, and at 9th level, it vanishes. At 11th level, you get a second additional mainhand attack at your full base attack bonus.

Evasion (Ex): Gained at 2nd level, this functions as the Rogue ability of the same name.

Cloaked Casting (Ex): Starting at 2nd level, a Hand of Shadow’s spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell’s save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target. At 12th level, the bonus to your spell’s save DC increases to +2. At 20th level, you become able to automatically overcome the spell resistance of any affected target.

Poison Use (Ex): Hands of Shadow are trained in the use of poison and, beginning at 3rd level, never risk accidentally poisoning themselves when applying poison to a blade.

Cloaked Casting (Ex): Starting at 3rd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered fl at-footed and therefore can make attacks of opportunity against you if you do not cast defensively. At 6th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Improved Feint feat, you can now feint in combat as a swift action.

Shadow Channeling (Su):' Beginning at 4th level, you can use a standard action to cast any touch spell you know while in Shadowblade Style and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Shadow Veil (Ex): At 5th level, you gain the Shadow Veil reserve feat as a bonus feat. As long as you have a darkness spell of 2nd level or higher available to cast, you can obscure the vision of a subject within 30 feet as a standard action. If the subject fails a Will save (DC is the same as that of the highest-level Darkness spell you have available to cast), it treats all other creatures and objects as though they had concealment and takes a -5 penalty on Spot checks for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting darkness spells.

Shadow Jump (Su): Beginning at 6th level, a Hand of Shadow gains the ability to travel between shadows as if by means of a dimension door spell, except that this teleportation can be activated as a move action, and the Hand can act normally after the transportation occurs. The limitation is that the magical transport must begin and end in an area with at least some shadow, and that it can only be activated either while in Shadowblade Style, or while using a Shadow Hand stance. A Hand of Shadow 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 4 levels higher than 6th, the distance a Hand can jump each day doubles (40 feet at 10th, 80 feet at 14th, and 160 feet at 18th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Face-Changer (Ex): At 6th level, you gain the Face-Changer reserve feat as a bonus feat. As long as you have a glamer spell of 3rd level or higher available to cast, you can alter your appearance as the spell disguise self, except that the duration lasts 1 minute per level of the glamer spell. This illusory transformation requires a full-round action to activate. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting glamer spells.

Umbral Shroud (Ex): At 11th level, you gain the Umbral Shroud reserve feat as a bonus feat. As long as you have a 3rd-level or higher darkness spell available to cast, shadows and darkness appear to obey your will. As a standard action, you can direct these shadows to obscure the vision of one foe within 30 feet. If your target fails a Will save (DC is the same as that of the highest-level Darkness spell you have available to cast), its attacks have a miss chance equal to 5% per level of the highest-level darkness spell you have available to cast. This effect lasts until the beginning of your next action. Creatures that do not rely on sight are unaffected by this effect, and those with Blind-Fight or similar abilities can fight as they normally would. As a secondary benefit, you gain darkvision out to 10 feet. If you already have darkvision, its range increases by 10 feet.

Death Attack (Ex): If a Hand of Shadow studies his victim for 3 rounds and then makes a sneak attack with a Shadow Hand discipline melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Hand’s choice). While studying the victim, the Hand of Shadow can undertake other actions so long as his attention stays focused on the target and the target does not detect the Hand of Shadow or recognize the Hand of Shadow as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + 1/2 the Hand of Shadow’s class level + the Hand of Shadow’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Hand of Shadow. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Hand of Shadow has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the Hand of Shadow does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Perfect Shadow Style (Ex): At 20th level, your talent reaches your peak. When in Shadowblade Style, you may now execute two maneuvers, counters, or boosts with the same action, and maintain two stances at the same time, as long as the maneuvers and/or stances in question are from the Shadow Hand discipline. Maneuvers used in this manner are expended normally; And both stances can be changed as part of the same swift action.


Epic Hand Of Shadow[edit]

Table: The Epic Hand of Shadow

Hit Die: d6

Level Special
21st Sneak Attack +6d6
22nd Shadow Jump 320ft
23rd Skirmish +4d6/+3
24th Bonus Feat
25th Sneak Attack +7d6
26th Shadow Jump 640ft
27th Skirmish +4d6/+4
28th Bonus Feat
29th Sneak Attack +8d6
30th Shadow Jump 1280ft

<-number of skill points-> + Int modifier skill points per level.

Sneak Attack: This class feature continues to improve every other odd-numbered level, as normal.

Skirmish: This class feature continues to improve every other odd-numbered level, as normal.

Shadow Jump: The Shadow Jump's maximum feet per day continues to double every 4 levels, as normal.


Bonus Feats : The epic Hand of Shadow gains a bonus feat (selected from the list of epic Hand of Shadow bonus feats) every 4 levels after 20th.

Epic Hand of Shadow Bonus Feat List: <-list of bonus epic feats->.

Tiefling Hand Of Shadow Starting Package[edit]

Weapons: Dagger 1d4, Shortsword 1d6, Hand Crossbow 1d4 (30ft Range inc).

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Hide 4 Dex 0
Move Silently 4 Dex 0
Disable Device 4 Int 0
Open Lock 4 Dex 0
Search 4 Int
Spot 4 Wis
Listen 4 Wis
Use Magic Device 4 Cha
Tumble 4 Dex 0
Concentration 4 Com

Feat: If Strength score is 13 or higher: Power Attack. Otherwise: Telling Blow.

Gear: Leather Armor, backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel.

Gold: 27 gp.





Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceVery High +
AuthorZhenra-Khal +
Base Attack Bonus ProgressionModerate +
Class AbilityPrepared Arcane Spellcasting +, Spontaneous Arcane Spellcasting + and Martial Maneuvers +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillAppraise +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Hide +, Intimidate +, Jump +, Listen +, Martial Lore +, Move Silently +, Open Lock +, Perform +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Survival +, Swim +, Tumble +, Use Magic Device + and Use Rope +
Skill Points4 +
SummaryA master of shadow who uses martial maneuvers from the Shadow Hand, Diamond Mind and Iron Heart disciplines, and up to 4th-level arcane spells. +
TitleHand Of Shadow +
Will Save ProgressionGood +